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	This is the language used for writing OpenGL shaders, which are becoming much more mainstream lately.
		
			
				
	
	
		
			69 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			69 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| /*
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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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| 
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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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| 
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| uniform vec3 lightColor[NUM_LIGHTS];
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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