diff options
Diffstat (limited to 'progs/glsl/CH11-toyball.frag')
-rw-r--r-- | progs/glsl/CH11-toyball.frag | 75 |
1 files changed, 0 insertions, 75 deletions
diff --git a/progs/glsl/CH11-toyball.frag b/progs/glsl/CH11-toyball.frag deleted file mode 100644 index 90ec1c27fc1..00000000000 --- a/progs/glsl/CH11-toyball.frag +++ /dev/null @@ -1,75 +0,0 @@ -// -// Fragment shader for procedurally generated toy ball -// -// Author: Bill Licea-Kane -// -// Copyright (c) 2002-2003 ATI Research -// -// See ATI-License.txt for license information -// - -varying vec4 ECposition; // surface position in eye coordinates -varying vec4 ECballCenter; // ball center in eye coordinates - -uniform vec4 LightDir; // light direction, should be normalized -uniform vec4 HVector; // reflection vector for infinite light source -uniform vec4 SpecularColor; -uniform vec4 Red, Yellow, Blue; - -uniform vec4 HalfSpace0; // half-spaces used to define star pattern -uniform vec4 HalfSpace1; -uniform vec4 HalfSpace2; -uniform vec4 HalfSpace3; -uniform vec4 HalfSpace4; - -uniform float InOrOutInit; // = -3 -uniform float StripeWidth; // = 0.3 -uniform float FWidth; // = 0.005 - -void main() -{ - vec4 normal; // Analytically computed normal - vec4 p; // Point in shader space - vec4 surfColor; // Computed color of the surface - float intensity; // Computed light intensity - vec4 distance; // Computed distance values - float inorout; // Counter for computing star pattern - - p.xyz = normalize(ECposition.xyz - ECballCenter.xyz); // Calculate p - p.w = 1.0; - - inorout = InOrOutInit; // initialize inorout to -3 - - distance[0] = dot(p, HalfSpace0); - distance[1] = dot(p, HalfSpace1); - distance[2] = dot(p, HalfSpace2); - distance[3] = dot(p, HalfSpace3); - - distance = smoothstep(-FWidth, FWidth, distance); - inorout += dot(distance, vec4(1.0)); - - distance.x = dot(p, HalfSpace4); - distance.y = StripeWidth - abs(p.z); - distance = smoothstep(-FWidth, FWidth, distance); - inorout += distance.x; - - inorout = clamp(inorout, 0.0, 1.0); - - surfColor = mix(Yellow, Red, inorout); - surfColor = mix(surfColor, Blue, distance.y); - - // normal = point on surface for sphere at (0,0,0) - normal = p; - - // Per fragment diffuse lighting - intensity = 0.2; // ambient - intensity += 0.8 * clamp(dot(LightDir, normal), 0.0, 1.0); - surfColor *= intensity; - - // Per fragment specular lighting - intensity = clamp(dot(HVector, normal), 0.0, 1.0); - intensity = pow(intensity, SpecularColor.a); - surfColor += SpecularColor * intensity; - - gl_FragColor = surfColor; -} |