-
Notifications
You must be signed in to change notification settings - Fork 46
/
scene.frag.glsl
99 lines (79 loc) · 2.17 KB
/
scene.frag.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
90
91
92
93
94
95
96
97
98
99
/*
* Copyright (c) 2014-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 430
/**/
#extension GL_ARB_shading_language_include : enable
#include "common.h"
// must match cadscene
struct Side {
vec4 ambient;
vec4 diffuse;
vec4 specular;
vec4 emissive;
};
struct Material {
Side sides[2];
Side _pad[2];
};
layout(std140,binding=UBO_MATERIAL) uniform materialBuffer {
#if USE_INDEXING
Material materials[256];
#else
Material materials[1];
#endif
};
in Interpolants {
vec3 wPos;
vec3 wNormal;
#if USE_INDEXING
flat ivec2 assigns;
#endif
#if !defined(WIREMODE)
flat int wireMode;
#endif
} IN;
#if !defined(WIREMODE)
int wireMode = IN.wireMode;
#else
int wireMode = WIREMODE;
#endif
layout(location=0,index=0) out vec4 out_Color;
vec4 shade(const Side side)
{
vec4 color = side.ambient + side.emissive;
vec3 eyePos = vec3(scene.viewMatrixIT[0].w,scene.viewMatrixIT[1].w,scene.viewMatrixIT[2].w);
vec3 lightDir = normalize( scene.wLightPos.xyz - IN.wPos);
vec3 viewDir = normalize( eyePos - IN.wPos);
vec3 halfDir = normalize(lightDir + viewDir);
vec3 normal = normalize(IN.wNormal) * (gl_FrontFacing ? 1 : -1);
color += side.diffuse * max(dot(normal,lightDir),0);
color += side.specular * pow(max(0,dot(normal,halfDir)),16);
return color;
}
void main()
{
int mi = 0;
#if USE_INDEXING
mi = IN.assigns.y;
#endif
out_Color = shade(materials[mi].sides[gl_FrontFacing ? 1 : 0]);
if (wireMode != 0){
out_Color = materials[mi].sides[0].diffuse*1.5 + 0.3;
}
}