/
OriginalScene.glsl
89 lines (70 loc) · 1.78 KB
/
OriginalScene.glsl
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
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
-- Simple.VS
in vec4 Position;
uniform mat4 ModelviewProjection[7];
void main()
{
gl_Position = ModelviewProjection[gl_InstanceID] * Position;
}
-- Simple.FS
out vec4 FragColor;
uniform vec4 Color;
void main()
{
FragColor = Color;
}
-- Lit.VS
in vec4 Position;
out vec3 vPosition;
out int vInstanceID;
uniform mat4 ModelviewProjection[7];
void main()
{
vInstanceID = gl_InstanceID;
vPosition = Position.xyz;
gl_Position = ModelviewProjection[gl_InstanceID] * Position;
}
-- Lit.GS
layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;
in vec3 vPosition[3];
out vec3 gNormal;
in int vInstanceID[3];
out float gDistance[4];
flat out int gInstanceID;
void main()
{
gInstanceID = vInstanceID[0];
vec3 A = vPosition[2] - vPosition[0];
vec3 B = vPosition[1] - vPosition[0];
gNormal = normalize(cross(A, B));
for (int j = 0; j < 3; j++) {
gl_Position = gl_in[j].gl_Position;
EmitVertex();
}
EndPrimitive();
}
-- Lit.FS
in vec3 gNormal;
flat in int gInstanceID;
out vec4 FragColor;
uniform vec3 AmbientMaterial = vec3(0.2, 0.2, 0.2);
uniform vec3 SpecularMaterial = vec3(0.5, 0.5, 0.5);
uniform vec4 FrontMaterial = vec4(0.75, 0.75, 0.5, 0.5);
uniform vec4 BackMaterial = vec4(0.75, 0.75, 0.5, 0.5);
uniform float Shininess = 7;
uniform vec3 Hhat[7];
uniform vec3 Lhat[7];
void main()
{
vec3 N = -normalize(gNormal);
if (!gl_FrontFacing)
N = -N;
float df = max(0.0, dot(N, Lhat[gInstanceID]));
float sf = max(0.0, dot(N, Hhat[gInstanceID]));
sf = pow(sf, Shininess);
vec3 diffuse = gl_FrontFacing ? FrontMaterial.rgb : BackMaterial.rgb;
vec3 lighting = AmbientMaterial + df * diffuse;
if (gl_FrontFacing)
lighting += sf * SpecularMaterial;
FragColor = vec4(lighting, FrontMaterial.a);
}