42 lines
1003 B
GLSL
42 lines
1003 B
GLSL
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//
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// Fragment shader for procedural bumps
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//
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// Authors: John Kessenich, Randi Rost
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//
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// Copyright (c) 2002-2006 3Dlabs Inc. Ltd.
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//
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// See 3Dlabs-License.txt for license information
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//
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varying vec3 LightDir;
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varying vec3 EyeDir;
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uniform vec3 SurfaceColor; // = (0.7, 0.6, 0.18)
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uniform float BumpDensity; // = 16.0
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uniform float BumpSize; // = 0.15
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uniform float SpecularFactor; // = 0.5
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void main()
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{
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vec3 litColor;
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vec2 c = BumpDensity * gl_TexCoord[0].st;
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vec2 p = fract(c) - vec2(0.5);
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float d, f;
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d = p.x * p.x + p.y * p.y;
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f = 1.0 / sqrt(d + 1.0);
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if (d >= BumpSize)
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{ p = vec2(0.0); f = 1.0; }
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vec3 normDelta = vec3(p.x, p.y, 1.0) * f;
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litColor = SurfaceColor * max(dot(normDelta, LightDir), 0.0);
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vec3 reflectDir = reflect(LightDir, normDelta);
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float spec = max(dot(EyeDir, reflectDir), 0.0);
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spec *= SpecularFactor;
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litColor = min(litColor + spec, vec3(1.0));
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gl_FragColor = vec4(litColor, 1.0);
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}
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