Last change
on this file since 12373 was
12115,
checked in by wiesep, 6 years ago
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Changed folder structure, deletet some unused files and cleaned up code
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File size:
1007 bytes
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Line | |
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1 | #version 120 |
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2 | |
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3 | // General functions |
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4 | |
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5 | // Expand a range-compressed vector |
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6 | vec3 expand(vec3 v) |
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7 | { |
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8 | return (v - 0.5) * 2.0; |
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9 | } |
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10 | |
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11 | uniform vec4 lightDiffuse; |
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12 | uniform vec4 lightSpecular; |
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13 | uniform sampler2D normalMap; |
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14 | |
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15 | varying vec4 oUv0; |
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16 | varying vec3 oTSLightDir; |
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17 | varying vec3 oTSHalfAngle; |
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18 | |
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19 | // NOTE: GLSL does not have the saturate function. But it is equivalent to clamp(val, 0.0, 1.0) |
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20 | |
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21 | /* Fragment program which supports specular component */ |
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22 | void main() |
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23 | { |
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24 | // retrieve normalised light vector |
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25 | vec3 lightVec = normalize(oTSLightDir); |
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26 | |
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27 | // retrieve half angle and normalise |
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28 | vec3 halfAngle = normalize(oTSHalfAngle); |
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29 | |
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30 | // get bump map vector, again expand from range-compressed |
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31 | vec3 bumpVec = expand(texture2D(normalMap, oUv0.xy).xyz); |
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32 | |
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33 | // Pre-raise the specular exponent to the eight power |
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34 | float specFactor = pow(clamp(dot(bumpVec, halfAngle), 0.0, 1.0), 4.0); |
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35 | |
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36 | // Calculate dot product for diffuse |
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37 | gl_FragColor = (lightDiffuse * clamp(dot(bumpVec, lightVec), 0.0, 1.0)) + |
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38 | (lightSpecular * specFactor); |
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39 | } |
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