CGII/framework/shader/cgv_gl/glsl/sphere.glfs

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2018-05-17 14:01:02 +00:00
uniform int nr_lights;
varying vec3 q_tilde;
varying vec3 inv_T_square_v;
varying vec3 inv_T_square_e_c;
varying vec4 ev_clip;
varying vec3 v;
varying vec4 a;
varying vec4 s;
void main()
{
float q_tilde_squared_length = dot(q_tilde.xy,q_tilde.xy);
if (q_tilde_squared_length > 1.0)
discard;
float lambda = 1.0/(1.0+q_tilde.z*sqrt(1.0-q_tilde_squared_length));
vec3 n = inv_T_square_e_c + lambda * inv_T_square_v;
gl_FragColor = a;
vec3 l;
vec4 specular;
vec4 diffuse;
vec4 result_color = vec4(0);
for (int i=0; i<nr_lights; ++i) {
if (i==0) {
l=normalize(gl_LightSource[0].position.xyz);
specular=gl_LightSource[0].specular;
diffuse=gl_LightSource[0].diffuse;
}
if (i==1) {
l=normalize(gl_LightSource[1].position.xyz);
specular=gl_LightSource[1].specular;
diffuse=gl_LightSource[1].diffuse;
}
if (i==2) {
l=normalize(gl_LightSource[2].position.xyz);
specular=gl_LightSource[2].specular;
diffuse=gl_LightSource[2].diffuse;
}
if (i==3) {
l=normalize(gl_LightSource[3].position.xyz);
specular=gl_LightSource[3].specular;
diffuse=gl_LightSource[3].diffuse;
}
vec3 h=normalize(v+l);
float ldotn = dot(n,l);
if (ldotn > 0.0) {
result_color +=
ldotn*diffuse*gl_Color+
pow(max(dot(n,h), 0.0), gl_FrontMaterial.shininess)*s*specular;
}
}
gl_FragColor = result_color;
}