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uniform float filterWidth; |
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uniform bool lightingEnabled; |
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varying vec2 texcoord[9]; |
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vec3 fnormal(void) |
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{ |
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//Compute the normal |
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vec3 normal = gl_NormalMatrix * gl_Normal; |
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normal = normalize(normal); |
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return normal; |
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} |
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void directionalLight(in int i, |
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in vec3 normal, |
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inout vec4 ambient, |
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inout vec4 diffuse, |
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inout vec4 specular) |
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{ |
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float nDotVP; // normal . light direction |
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float nDotHV; // normal . light half vector |
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float pf; // power factor |
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nDotVP = max(0.0, dot(normal, normalize(vec3 (gl_LightSource[i].position)))); |
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nDotHV = max(0.0, dot(normal, vec3 (gl_LightSource[i].halfVector))); |
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if (nDotVP == 0.0) |
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{ |
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pf = 0.0; |
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} |
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else |
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{ |
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pf = pow(nDotHV, gl_FrontMaterial.shininess); |
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} |
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ambient += gl_LightSource[i].ambient; |
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diffuse += gl_LightSource[i].diffuse * nDotVP; |
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specular += gl_LightSource[i].specular * pf; |
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} |
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void main() |
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{ |
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gl_Position = ftransform(); |
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if (lightingEnabled) |
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{ |
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vec4 ambient = vec4(0.0); |
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vec4 diffuse = vec4(0.0); |
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vec4 specular = vec4(0.0); |
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| 53 |
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vec3 normal = fnormal(); |
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| 56 |
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directionalLight(0, normal, ambient, diffuse, specular); |
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vec4 color = gl_FrontLightModelProduct.sceneColor + |
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ambient * gl_FrontMaterial.ambient + |
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diffuse * gl_FrontMaterial.diffuse + |
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specular * gl_FrontMaterial.specular; |
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gl_FrontColor = color; |
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} |
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else |
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{ |
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gl_FrontColor = gl_Color; |
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} |
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| 71 |
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float delta = filterWidth; |
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| 73 |
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texcoord[0].xy = gl_MultiTexCoord0.xy + vec2(-delta, delta); |
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texcoord[1].xy = gl_MultiTexCoord0.xy + vec2(-delta, 0); |
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texcoord[2].xy = gl_MultiTexCoord0.xy + vec2(-delta, -delta); |
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texcoord[3].xy = gl_MultiTexCoord0.xy + vec2(0, delta); |
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texcoord[4].xy = gl_MultiTexCoord0.xy + vec2(0, 0); |
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texcoord[5].xy = gl_MultiTexCoord0.xy + vec2(0, -delta); |
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texcoord[6].xy = gl_MultiTexCoord0.xy + vec2(delta, delta); |
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texcoord[7].xy = gl_MultiTexCoord0.xy + vec2(delta, 0); |
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texcoord[8].xy = gl_MultiTexCoord0.xy + vec2(delta, -delta); |
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| 84 |
} |
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