Added nice lighting shaders

This commit is contained in:
Matthias Schiffer 2009-12-15 02:25:40 +01:00
parent ff7b7c8838
commit a4fa46a4fd
10 changed files with 283 additions and 34 deletions

44
shader/default.frag Normal file
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uniform sampler2D tex;
varying vec4 diffuse, ambientGlobal, ambient;
varying vec3 normal, pos;
/*varying vec3 normal, lightVector, reflectVector, eyeVector;*/
void main() {
vec3 n, l, refl, eye;
float NdotL, RdotE;
vec4 color, specularColor;
float dist, att, specularFactor;
color = ambientGlobal;
n = normalize(normal);
l = gl_LightSource[0].position.xyz - pos;
dist = length(l);
l /= dist;
/* compute the dot product between normal and normalized lightdir */
NdotL = max(dot(n, l), 0.0);
if (NdotL > 0.0) {
att = 1.0 / (gl_LightSource[0].constantAttenuation +
gl_LightSource[0].linearAttenuation * dist +
gl_LightSource[0].quadraticAttenuation * dist * dist);
color += att * (diffuse * NdotL + ambient);
refl = normalize(reflect(-l, n));
eye = normalize(-pos);
RdotE = max(dot(refl, eye), 0.0);
specularFactor = att * pow(RdotE, gl_FrontMaterial.shininess);
specularColor = specularFactor * gl_FrontMaterial.specular * gl_LightSource[0].specular;
}
else {
specularColor = vec4(0, 0, 0, 1);
}
gl_FragColor = color * texture2D(tex, gl_TexCoord[0].st) + specularColor;
}

25
shader/default.vert Normal file
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varying vec4 diffuse, ambientGlobal, ambient;
varying vec3 normal, pos;
/*varying vec3 normal, lightVector, reflectVector, eyeVector;*/
void main() {
normal = normalize(gl_NormalMatrix * gl_Normal);
pos = vec3(gl_ModelViewMatrix * gl_Vertex);
/*lightVector = vec3(gl_LightSource[0].position - ecPos);
reflectVector = normalize(reflect(-lightVector, normal));
eyeVector = vec3(-ecPos);*/
/* Compute the diffuse, ambient and globalAmbient terms */
diffuse = gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse;
/* The ambient terms have been separated since one of them */
/* suffers attenuation */
ambient = gl_FrontMaterial.ambient * gl_LightSource[0].ambient;
ambientGlobal = gl_LightModel.ambient * gl_FrontMaterial.ambient;
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = ftransform();
}