OpenSubdiv/examples/evalTest/shader.glsl
2013-02-04 09:35:43 -08:00

143 lines
4.8 KiB
GLSL

//
// Copyright (C) Pixar. All rights reserved.
//
// This license governs use of the accompanying software. If you
// use the software, you accept this license. If you do not accept
// the license, do not use the software.
//
// 1. Definitions
// The terms "reproduce," "reproduction," "derivative works," and
// "distribution" have the same meaning here as under U.S.
// copyright law. A "contribution" is the original software, or
// any additions or changes to the software.
// A "contributor" is any person or entity that distributes its
// contribution under this license.
// "Licensed patents" are a contributor's patent claims that read
// directly on its contribution.
//
// 2. Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license,
// including the license conditions and limitations in section 3,
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// including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide,
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// dispose of its contribution in the software or derivative works
// of the contribution in the software.
//
// 3. Conditions and Limitations
// (A) No Trademark License- This license does not grant you
// rights to use any contributor's name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over
// patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends
// automatically.
// (C) If you distribute any portion of the software, you must
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// notices that are present in the software.
// (D) If you distribute any portion of the software in source
// code form, you may do so only under this license by including a
// complete copy of this license with your distribution. If you
// distribute any portion of the software in compiled or object
// code form, you may only do so under a license that complies
// with this license.
// (E) The software is licensed "as-is." You bear the risk of
// using it. The contributors give no express warranties,
// guarantees or conditions. You may have additional consumer
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// To the extent permitted under your local laws, the contributors
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//
//--------------------------------------------------------------
// Vertex Shader
//--------------------------------------------------------------
#ifdef VERTEX_SHADER
layout (location=0) in vec3 position;
layout (location=1) in vec3 normal;
uniform mat4 objectToClipMatrix;
uniform mat4 objectToEyeMatrix;
out vec3 vPosition;
out vec3 vNormalEye;
void main()
{
// vertex position in object space
vPosition = position;
// vertex position in clip space
gl_Position = objectToClipMatrix * vec4(position, 1);
// surface normal in eye space
vNormalEye = (objectToEyeMatrix * vec4(normal, 0)).xyz;
}
#endif
//--------------------------------------------------------------
// Fragment Shader
//--------------------------------------------------------------
#ifdef FRAGMENT_SHADER
layout (location=0) out vec4 FragColor;
in vec3 vNormalEye;
in vec3 vPosition;
#define NUM_LIGHTS 2
struct LightSource {
vec4 position;
vec4 ambient;
vec4 diffuse;
vec4 specular;
};
uniform LightSource lightSource[NUM_LIGHTS];
vec4
lighting(vec3 Peye, vec3 Neye)
{
vec4 color = vec4(0);
vec4 material = vec4(0.4, 0.4, 0.8, 1);
for (int i = 0; i < NUM_LIGHTS; ++i) {
vec4 Plight = lightSource[i].position;
vec3 l = (Plight.w == 0.0)
? normalize(Plight.xyz) : normalize(Plight.xyz - Peye);
vec3 n = normalize(Neye);
vec3 h = normalize(l + vec3(0,0,1)); // directional viewer
float d = max(0.0, dot(n, l));
float s = pow(max(0.0, dot(n, h)), 500.0f);
color += lightSource[i].ambient * material
+ d * lightSource[i].diffuse * material
+ s * lightSource[i].specular;
}
color.a = 1;
return color;
}
void
main()
{
vec3 N = (gl_FrontFacing ? vNormalEye : -vNormalEye);
FragColor = lighting(vPosition, N);
FragColor = vec4(1,0,0,1);
}
#endif