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