[12115] | 1 | #version 150 |
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| 2 | |
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| 3 | /* Cel shading vertex program for single-pass rendering |
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| 4 | In this program, we want to calculate the diffuse and specular |
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| 5 | ramp components, and the edge factor (for doing simple outlining) |
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| 6 | For the outlining to look good, we need a pretty well curved model. |
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| 7 | */ |
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| 8 | // Parameters |
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| 9 | in vec4 vertex; |
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| 10 | in vec3 normal; |
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| 11 | |
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| 12 | uniform vec3 lightPosition; // object space |
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| 13 | uniform vec3 eyePosition; // object space |
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| 14 | uniform vec4 shininess; |
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| 15 | uniform mat4 worldViewProj; |
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| 16 | |
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| 17 | //uniform transform |
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| 18 | //{ |
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| 19 | // vec4 shininess; |
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| 20 | //} MaterialShininess; |
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| 21 | |
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| 22 | out float diffuseIn; |
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| 23 | out float specularIn; |
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| 24 | out float edge; |
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| 25 | |
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| 26 | void main() |
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| 27 | { |
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| 28 | // calculate output position |
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| 29 | gl_Position = worldViewProj * vertex; |
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| 30 | |
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| 31 | // calculate light vector |
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| 32 | vec3 N = normalize(normal); |
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| 33 | vec3 L = normalize(lightPosition - vertex.xyz); |
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| 34 | |
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| 35 | // Calculate diffuse component |
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| 36 | diffuseIn = max(dot(N, L) , 0.0); |
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| 37 | |
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| 38 | // Mask off specular if diffuse is 0 |
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| 39 | if (diffuseIn == 0.0) |
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| 40 | specularIn = 0.0; |
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| 41 | |
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| 42 | // Calculate specular component |
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| 43 | vec3 E = normalize(eyePosition - vertex.xyz); |
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| 44 | vec3 H = normalize(L + E); |
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| 45 | specularIn = pow(max(dot(N, H), 0.0), shininess.x); |
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| 46 | // specularIn = pow(max(dot(N, H), 0.0), MaterialShininess.shininess.x); |
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| 47 | |
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| 48 | // Edge detection, dot eye and normal vectors |
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| 49 | edge = max(dot(N, E), 0.0); |
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| 50 | } |
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