/* * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2014 Blender Foundation. * All rights reserved. * * Contributor(s): Sergey Sharybin * * ***** END GPL LICENSE BLOCK ***** */ struct VertexData { vec4 position; vec3 normal; vec2 uv; }; #define MAX_LIGHTS 8 #define NUM_SOLID_LIGHTS 3 struct LightSource { vec4 position; vec4 ambient; vec4 diffuse; vec4 specular; vec4 spotDirection; #ifdef SUPPORT_COLOR_MATERIAL float constantAttenuation; float linearAttenuation; float quadraticAttenuation; float spotCutoff; float spotExponent; float spotCosCutoff; float pad, pad2; #endif }; layout(std140) uniform Lighting { LightSource lightSource[MAX_LIGHTS]; int num_enabled_lights; }; uniform vec4 diffuse; uniform vec4 specular; uniform float shininess; uniform sampler2D texture_buffer; in block { VertexData v; } inpt; void main() { #ifdef WIREFRAME gl_FragColor = diffuse; #else vec3 N = inpt.v.normal; if (!gl_FrontFacing) N = -N; /* Compute diffuse and specular lighting. */ vec3 L_diffuse = vec3(0.0); vec3 L_specular = vec3(0.0); #ifdef USE_LIGHTING #ifndef USE_COLOR_MATERIAL /* Assume NUM_SOLID_LIGHTS directional lights. */ for (int i = 0; i < NUM_SOLID_LIGHTS; i++) { vec4 Plight = lightSource[i].position; #ifdef USE_DIRECTIONAL_LIGHT vec3 l = (Plight.w == 0.0) ? normalize(Plight.xyz) : normalize(inpt.v.position.xyz); #else /* USE_DIRECTIONAL_LIGHT */ /* TODO(sergey): We can normalize it outside of the shader. */ vec3 l = normalize(Plight.xyz); #endif /* USE_DIRECTIONAL_LIGHT */ vec3 h = normalize(l + vec3(0, 0, 1)); float d = max(0.0, dot(N, l)); float s = pow(max(0.0, dot(N, h)), shininess); L_diffuse += d * lightSource[i].diffuse.rgb; L_specular += s * lightSource[i].specular.rgb; } #else /* USE_COLOR_MATERIAL */ vec3 varying_position = inpt.v.position.xyz; vec3 V = (gl_ProjectionMatrix[3][3] == 0.0) ? normalize(varying_position) : vec3(0.0, 0.0, -1.0); for (int i = 0; i < num_enabled_lights; i++) { /* todo: this is a slow check for disabled lights */ if (lightSource[i].specular.a == 0.0) continue; float intensity = 1.0; vec3 light_direction; if (lightSource[i].position.w == 0.0) { /* directional light */ light_direction = lightSource[i].position.xyz; } else { /* point light */ vec3 d = lightSource[i].position.xyz - varying_position; light_direction = normalize(d); /* spot light cone */ if (lightSource[i].spotCutoff < 90.0) { float cosine = max(dot(light_direction, -lightSource[i].spotDirection.xyz), 0.0); intensity = pow(cosine, lightSource[i].spotExponent); intensity *= step(lightSource[i].spotCosCutoff, cosine); } /* falloff */ float distance = length(d); intensity /= lightSource[i].constantAttenuation + lightSource[i].linearAttenuation * distance + lightSource[i].quadraticAttenuation * distance * distance; } /* diffuse light */ vec3 light_diffuse = lightSource[i].diffuse.rgb; float diffuse_bsdf = max(dot(N, light_direction), 0.0); L_diffuse += light_diffuse * diffuse_bsdf * intensity; /* specular light */ vec3 light_specular = lightSource[i].specular.rgb; vec3 H = normalize(light_direction - V); float specular_bsdf = pow(max(dot(N, H), 0.0), gl_FrontMaterial.shininess); L_specular += light_specular * specular_bsdf * intensity; } #endif /* USE_COLOR_MATERIAL */ #else /* USE_LIGHTING */ L_diffuse = vec3(1.0); #endif /* Compute diffuse color. */ #ifdef USE_TEXTURE_2D L_diffuse *= texture2D(texture_buffer, inpt.v.uv).rgb; #else L_diffuse *= diffuse.rgb; #endif /* Sum lighting. */ vec3 L = L_diffuse; if (shininess != 0) { L += L_specular * specular.rgb; } /* Write out fragment color. */ gl_FragColor = vec4(L, diffuse.a); #endif }