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Add OpenGL shading language (GLSL)
This is the language used for writing OpenGL shaders, which are becoming much more mainstream lately.
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committed by
Lars Brinkhoff
parent
53b356deee
commit
a93e9493e2
68
samples/GLSL/shader.fp
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68
samples/GLSL/shader.fp
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/*
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* Copyright (C) 2010 Josh A. Beam
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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* IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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const int NUM_LIGHTS = 3;
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const vec3 AMBIENT = vec3(0.1, 0.1, 0.1);
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const float MAX_DIST = 2.5;
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const float MAX_DIST_SQUARED = MAX_DIST * MAX_DIST;
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uniform vec3 lightColor[NUM_LIGHTS];
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varying vec3 fragmentNormal;
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varying vec3 cameraVector;
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varying vec3 lightVector[NUM_LIGHTS];
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void
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main()
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{
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// initialize diffuse/specular lighting
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vec3 diffuse = vec3(0.0, 0.0, 0.0);
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vec3 specular = vec3(0.0, 0.0, 0.0);
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// normalize the fragment normal and camera direction
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vec3 normal = normalize(fragmentNormal);
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vec3 cameraDir = normalize(cameraVector);
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// loop through each light
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for(int i = 0; i < NUM_LIGHTS; ++i) {
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// calculate distance between 0.0 and 1.0
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float dist = min(dot(lightVector[i], lightVector[i]), MAX_DIST_SQUARED) / MAX_DIST_SQUARED;
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float distFactor = 1.0 - dist;
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// diffuse
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vec3 lightDir = normalize(lightVector[i]);
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float diffuseDot = dot(normal, lightDir);
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diffuse += lightColor[i] * clamp(diffuseDot, 0.0, 1.0) * distFactor;
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// specular
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vec3 halfAngle = normalize(cameraDir + lightDir);
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vec3 specularColor = min(lightColor[i] + 0.5, 1.0);
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float specularDot = dot(normal, halfAngle);
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specular += specularColor * pow(clamp(specularDot, 0.0, 1.0), 16.0) * distFactor;
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}
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vec4 sample = vec4(1.0, 1.0, 1.0, 1.0);
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gl_FragColor = vec4(clamp(sample.rgb * (diffuse + AMBIENT) + specular, 0.0, 1.0), sample.a);
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}
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