Files
kraken/objview/Classes/krengine/Shaders/ObjectShader.vsh
kearwood cece608881 Initial import of KREngine
--HG--
extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%404
2011-10-25 05:03:10 +00:00

172 lines
5.0 KiB
GLSL

//
// Shader.vsh
// gldemo
//
// Created by Kearwood Gilbert on 10-09-16.
// Copyright (c) 2010 Kearwood Software. All rights reserved.
//
/*
// -- Per vertex lighting
attribute highp vec3 myVertex, myNormal;
attribute mediump vec2 myUV;
uniform mediump mat4 myMVPMatrix, myModelView; // mvpmatrix is the result of multiplying the model, view, and projection matrices
uniform mediump mat3 myModelViewIT;
uniform mediump vec3 material_ambient, material_diffuse, material_specular;
varying mediump vec2 texCoord;
varying mediump vec3 diffuse, specular;
varying mediump vec3 normal;
const mediump float shininess = 4.0;
const mediump float cutoff = 0.975, exp = 100.0;
const mediump vec3 LightPos = vec3(20.0, 00.0, 10.0);
const mediump vec3 LightCol = vec3(2.0,2.0,2.0);
//directional light function //
// spFlg flag using specular or not.
// nrml nrml vector in the eye coordinate.
// ePos vertex position in the eye coordinate.
void DirectionalLight(in mediump int spFlg, in mediump vec3 nrml, in mediump vec3 ePos){
// calculate the light direction vector.
mediump vec3 lightDir = normalize(LightPos);
// calculate the half vector between eye position and light position.
mediump vec3 halfV = normalize(-ePos + LightPos);
// calculate diffuse light intensity.
mediump float dVP = max(dot(nrml,lightDir), 0.0);
// calculate approximated specular light base intensity.
mediump float dHV = max(dot(nrml,halfV),0.0);
// if the diffuse is not zero and spFlg is On,
// calculate specular light intensity with shininess,
// or turn off the specular light.
mediump float pf;
if (dVP>.0 && spFlg==1) pf = pow(dHV, shininess);
else pf = 0.0;
diffuse += dVP*LightCol;
specular += pf*LightCol;
}
// main function //
void main(void){
// transform the normal vector from the model coordinate to the eye coordinate.
normal = normalize(myModelViewIT * myNormal);
// calculate the vertex position in the eye coordinate.
highp vec3 ePos = vec3(myModelView * vec4(myVertex,1.0));
// initalize light intensity parameter.
//diffuse = material_ambient;
diffuse = vec3(0.75);
specular = vec3(0.0);
DirectionalLight(1, normal, ePos);
specular *= material_specular;
diffuse = diffuse * material_diffuse + material_ambient;
// Transform position
gl_Position = myMVPMatrix * vec4(myVertex,1.0);
// Pass UV co-ordinates
texCoord = myUV.st;
}
*/
/*
// -- Per Pixel lighting, test 1 --
attribute highp vec3 myVertex, myNormal, myTangent;
attribute mediump vec2 myUV;
uniform mediump mat4 myMVPMatrix, myModelView; // mvpmatrix is the result of multiplying the model, view, and projection matrices
uniform mediump mat3 myModelViewIT;
uniform mediump vec3 material_ambient, material_diffuse, material_specular;
varying mediump vec2 texCoord;
varying mediump vec3 normal;
varying mediump vec3 ePos;
// main function //
void main(void){
// Transform position
gl_Position = myMVPMatrix * vec4(myVertex,1.0);
// Pass UV co-ordinates
texCoord = myUV.st;
// transform the normal vector from the model coordinate to the eye coordinate.
normal = normalize(myModelViewIT * myNormal);
// calculate the vertex position in the eye coordinate.
ePos = vec3(myModelView * vec4(myVertex,1.0));
//mat_ambient = material_ambient;
//mat_diffuse = material_diffuse;
//mat_specular = material_specular;
}
*/
// -- Per Pixel lighting, test 2 --
const mediump vec3 LightPos = vec3(40, 20.0, -90.0);
attribute highp vec3 myVertex, myNormal;
attribute highp vec3 myTangent;
attribute mediump vec2 myUV;
uniform highp mat4 myMVPMatrix, myModelView; // mvpmatrix is the result of multiplying the model, view, and projection matrices
uniform highp mat3 myModelViewIT;
uniform lowp vec3 material_ambient, material_diffuse, material_specular;
varying mediump vec2 texCoord;
/*
varying mediump vec3 lightVec;
varying mediump vec3 halfVec;
*/
//varying mediump vec3 eyeVec;
void main()
{
// Transform position
gl_Position = myMVPMatrix * vec4(myVertex,1.0);
// Pass UV co-ordinates
texCoord = myUV.st;
/*
// Building the matrix Eye Space -> Tangent Space
vec3 n = normalize(vec3(myModelView * vec4(myNormal, 1.0)));
vec3 t = normalize(vec3(myModelView * vec4(myTangent, 1.0)));
vec3 b = cross(n, t);
vec3 vertexPosition = vec3(myMVPMatrix * vec4(myVertex, 1.0));
vec3 lightDir = normalize(LightPos - vertexPosition);
// transform light and half angle vectors by tangent basis
vec3 v;
v.x = dot(lightDir, t);
v.y = dot(lightDir, b);
v.z = dot(lightDir, n);
lightVec = normalize(v);
// v.x = dot(vertexPosition, t);
// v.y = dot(vertexPosition, b);
// v.z = dot(vertexPosition, n);
// eyeVec = normalize(v);
vertexPosition = normalize(vertexPosition);
// Normalize the halfVector to pass it to the fragment shader
vec3 halfVector = normalize((vertexPosition + lightDir) / 2.0);
v.x = dot (halfVector, t);
v.y = dot (halfVector, b);
v.z = dot (halfVector, n);
halfVec = normalize (v);
*/
}