|
| 1 | +/* |
| 2 | + Part of the Processing project - http://processing.org |
| 3 | +
|
| 4 | + Copyright (c) 2012-16 The Processing Foundation |
| 5 | + Copyright (c) 2004-12 Ben Fry and Casey Reas |
| 6 | + Copyright (c) 2001-04 Massachusetts Institute of Technology |
| 7 | +
|
| 8 | + This library is free software; you can redistribute it and/or |
| 9 | + modify it under the terms of the GNU Lesser General Public |
| 10 | + License as published by the Free Software Foundation, version 2.1. |
| 11 | +
|
| 12 | + This library is distributed in the hope that it will be useful, |
| 13 | + but WITHOUT ANY WARRANTY; without even the implied warranty of |
| 14 | + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
| 15 | + Lesser General Public License for more details. |
| 16 | +
|
| 17 | + You should have received a copy of the GNU Lesser General |
| 18 | + Public License along with this library; if not, write to the |
| 19 | + Free Software Foundation, Inc., 59 Temple Place, Suite 330, |
| 20 | + Boston, MA 02111-1307 USA |
| 21 | +*/ |
| 22 | + |
| 23 | +uniform mat4 modelviewMatrix; |
| 24 | +uniform mat4 transformMatrix; |
| 25 | +uniform mat3 normalMatrix; |
| 26 | +uniform mat4 texMatrix; |
| 27 | + |
| 28 | +uniform int lightCount; |
| 29 | +uniform vec4 lightPosition[8]; |
| 30 | +uniform vec3 lightNormal[8]; |
| 31 | +uniform vec3 lightAmbient[8]; |
| 32 | +uniform vec3 lightDiffuse[8]; |
| 33 | +uniform vec3 lightSpecular[8]; |
| 34 | +uniform vec3 lightFalloff[8]; |
| 35 | +uniform vec2 lightSpot[8]; |
| 36 | + |
| 37 | +attribute vec4 position; |
| 38 | +attribute vec4 color; |
| 39 | +attribute vec3 normal; |
| 40 | +attribute vec2 texCoord; |
| 41 | + |
| 42 | +attribute vec4 ambient; |
| 43 | +attribute vec4 specular; |
| 44 | +attribute vec4 emissive; |
| 45 | +attribute float shininess; |
| 46 | + |
| 47 | +varying vec4 vertColor; |
| 48 | +varying vec4 backVertColor; |
| 49 | +varying vec4 vertTexCoord; |
| 50 | + |
| 51 | +const float zero_float = 0.0; |
| 52 | +const float one_float = 1.0; |
| 53 | +const vec3 zero_vec3 = vec3(0); |
| 54 | + |
| 55 | +const float kInverseGamma = 2.2; |
| 56 | + |
| 57 | +float falloffFactor(vec3 lightPos, vec3 vertPos, vec3 coeff) { |
| 58 | + vec3 lpv = lightPos - vertPos; |
| 59 | + vec3 dist = vec3(one_float); |
| 60 | + dist.z = dot(lpv, lpv); |
| 61 | + dist.y = sqrt(dist.z); |
| 62 | + return one_float / dot(dist, coeff); |
| 63 | +} |
| 64 | + |
| 65 | +float spotFactor(vec3 lightPos, vec3 vertPos, vec3 lightNorm, float minCos, float spotExp) { |
| 66 | + vec3 lpv = normalize(lightPos - vertPos); |
| 67 | + vec3 nln = -one_float * lightNorm; |
| 68 | + float spotCos = dot(nln, lpv); |
| 69 | + return spotCos <= minCos ? zero_float : pow(spotCos, spotExp); |
| 70 | +} |
| 71 | + |
| 72 | +float lambertFactor(vec3 lightDir, vec3 vecNormal) { |
| 73 | + return max(zero_float, dot(lightDir, vecNormal)); |
| 74 | +} |
| 75 | + |
| 76 | +float blinnPhongFactor(vec3 lightDir, vec3 vertPos, vec3 vecNormal, float shine) { |
| 77 | + vec3 np = normalize(vertPos); |
| 78 | + vec3 ldp = normalize(lightDir - np); |
| 79 | + return pow(max(zero_float, dot(ldp, vecNormal)), shine); |
| 80 | +} |
| 81 | + |
| 82 | +void main() { |
| 83 | + // Vertex in clip coordinates |
| 84 | + gl_Position = transformMatrix * position; |
| 85 | + |
| 86 | + // Vertex in eye coordinates |
| 87 | + vec3 ecVertex = vec3(modelviewMatrix * position); |
| 88 | + |
| 89 | + // Normal vector in eye coordinates |
| 90 | + vec3 ecNormal = normalize(normalMatrix * normal); |
| 91 | + vec3 ecNormalInv = ecNormal * -one_float; |
| 92 | + |
| 93 | + // Light calculations |
| 94 | + vec3 totalAmbient = vec3(0, 0, 0); |
| 95 | + |
| 96 | + vec3 totalFrontDiffuse = vec3(0, 0, 0); |
| 97 | + vec3 totalFrontSpecular = vec3(0, 0, 0); |
| 98 | + |
| 99 | + vec3 totalBackDiffuse = vec3(0, 0, 0); |
| 100 | + vec3 totalBackSpecular = vec3(0, 0, 0); |
| 101 | + |
| 102 | + for (int i = 0; i < 8; i++) { |
| 103 | + if (lightCount == i) break; |
| 104 | + |
| 105 | + vec3 lightPos = lightPosition[i].xyz; |
| 106 | + bool isDir = lightPosition[i].w < one_float; |
| 107 | + float spotCos = lightSpot[i].x; |
| 108 | + float spotExp = lightSpot[i].y; |
| 109 | + |
| 110 | + vec3 lightDir; |
| 111 | + float falloff; |
| 112 | + float spotf; |
| 113 | + |
| 114 | + if (isDir) { |
| 115 | + falloff = one_float; |
| 116 | + lightDir = -one_float * lightNormal[i]; |
| 117 | + } else { |
| 118 | + falloff = falloffFactor(lightPos, ecVertex, lightFalloff[i]); |
| 119 | + lightDir = normalize(lightPos - ecVertex); |
| 120 | + } |
| 121 | + |
| 122 | + spotf = spotExp > zero_float ? spotFactor(lightPos, ecVertex, lightNormal[i], |
| 123 | + spotCos, spotExp) |
| 124 | + : one_float; |
| 125 | + |
| 126 | + if (any(greaterThan(lightAmbient[i], zero_vec3))) { |
| 127 | + totalAmbient += lightAmbient[i] * falloff; |
| 128 | + } |
| 129 | + |
| 130 | + if (any(greaterThan(lightDiffuse[i], zero_vec3))) { |
| 131 | + totalFrontDiffuse += lightDiffuse[i] * falloff * spotf * |
| 132 | + lambertFactor(lightDir, ecNormal); |
| 133 | + totalBackDiffuse += lightDiffuse[i] * falloff * spotf * |
| 134 | + lambertFactor(lightDir, ecNormalInv); |
| 135 | + } |
| 136 | + |
| 137 | + if (any(greaterThan(lightSpecular[i], zero_vec3))) { |
| 138 | + totalFrontSpecular += lightSpecular[i] * falloff * spotf * |
| 139 | + blinnPhongFactor(lightDir, ecVertex, ecNormal, shininess); |
| 140 | + totalBackSpecular += lightSpecular[i] * falloff * spotf * |
| 141 | + blinnPhongFactor(lightDir, ecVertex, ecNormalInv, shininess); |
| 142 | + } |
| 143 | + } |
| 144 | + |
| 145 | + vec4 gcolor = vec4(pow(color.rgb, vec3(kInverseGamma)), color.a); |
| 146 | + vec4 gambient = vec4(pow(ambient.rgb, vec3(kInverseGamma)), ambient.a); |
| 147 | + |
| 148 | + // Calculating final color as result of all lights (plus emissive term). |
| 149 | + // Transparency is determined exclusively by the diffuse component. |
| 150 | + vertColor = vec4(totalAmbient, 0) * gambient + |
| 151 | + vec4(totalFrontDiffuse, 1) * gcolor + |
| 152 | + vec4(totalFrontSpecular, 0) * specular + |
| 153 | + vec4(emissive.rgb, 0); |
| 154 | + |
| 155 | + backVertColor = vec4(totalAmbient, 0) * gambient + |
| 156 | + vec4(totalBackDiffuse, 1) * gcolor + |
| 157 | + vec4(totalBackSpecular, 0) * specular + |
| 158 | + vec4(emissive.rgb, 0); |
| 159 | + |
| 160 | + // Calculating texture coordinates, with r and q set both to one |
| 161 | + vertTexCoord = texMatrix * vec4(texCoord, 1.0, 1.0); |
| 162 | +} |
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