16ecfec086
drawSurfaces, drawLines, drawPoints, setGLPointSize parameters
61 lines
1.7 KiB
GLSL
61 lines
1.7 KiB
GLSL
#version 330
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// uniforms
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uniform vec4 lightPosition; // should be in the eye space
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uniform vec4 lightAmbient; // light ambient color
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uniform vec4 lightDiffuse; // light diffuse color
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uniform vec4 lightSpecular; // light specular color
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uniform vec4 materialAmbient; // material ambient color
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uniform vec4 materialDiffuse; // material diffuse color
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uniform vec4 materialSpecular; // material specular color
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uniform float materialShininess; // material specular shininess
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uniform bool drawLines; //
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uniform bool drawPoints;
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// in
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in vec3 esVertex;
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in vec3 esNormal;
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//in vec2 texCoord0;
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// out
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out vec4 fragColor;
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void main()
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{
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if (drawPoints)
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{
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fragColor = vec4(1, 1, 1, 1); // draw all points in white
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}
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else
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{
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vec3 normal = normalize(esNormal);
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vec3 light;
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if(lightPosition.w == 0.0)
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{
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light = normalize(lightPosition.xyz);
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}
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else
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{
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light = normalize(lightPosition.xyz - esVertex);
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}
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vec3 view = normalize(-esVertex);
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vec3 reflectVec = reflect(-light, normal); // 2 * N * (N dot L) - L
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vec3 color = lightAmbient.rgb * materialAmbient.rgb; // begin with ambient
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float dotNL = max(dot(normal, light), 0.0);
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color += lightDiffuse.rgb * materialDiffuse.rgb * dotNL; // add diffuse
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float dotVR = max(dot(view, reflectVec), 0.0);
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color += pow(dotVR, materialShininess) * lightSpecular.rgb * materialSpecular.rgb; // add specular
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fragColor = vec4(color, materialDiffuse.a); // set frag color
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if (drawLines)
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{
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fragColor = vec4(materialAmbient.rgb * vec3(0.8, 0.8, 0.8), materialDiffuse.a);
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}
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else
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{
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fragColor = vec4(materialAmbient.rgb, materialDiffuse.a);
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}
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}
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}
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