summaryrefslogtreecommitdiffstats
path: root/progs/glsl/CH11-bumpmap.frag.txt
blob: 1467f767ec4ce6328b17cf690cfd0eaf21d8eb9f (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
//
// Fragment shader for procedural bumps
//
// Authors: John Kessenich, Randi Rost
//
// Copyright (c) 2002-2006 3Dlabs Inc. Ltd. 
//
// See 3Dlabs-License.txt for license information
//

varying vec3 LightDir;
varying vec3 EyeDir;

uniform vec3  SurfaceColor;    // = (0.7, 0.6, 0.18)
uniform float BumpDensity;     // = 16.0
uniform float BumpSize;        // = 0.15
uniform float SpecularFactor;  // = 0.5

void main()
{
    vec3 litColor;
    vec2 c = BumpDensity * gl_TexCoord[0].st;
    vec2 p = fract(c) - vec2(0.5);

    float d, f;
    d = p.x * p.x + p.y * p.y;
    f = 1.0 / sqrt(d + 1.0);

    if (d >= BumpSize)
        { p = vec2(0.0); f = 1.0; }

    vec3 normDelta = vec3(p.x, p.y, 1.0) * f;
    litColor = SurfaceColor * max(dot(normDelta, LightDir), 0.0);
    vec3 reflectDir = reflect(LightDir, normDelta);
    
    float spec = max(dot(normalize(EyeDir), reflectDir), 0.0);
    spec *= SpecularFactor;
    litColor = min(litColor + spec, vec3(1.0));

    gl_FragColor = vec4(litColor, 1.0);
}