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- #version 110
- #define INTENSITY_CORRECTION 0.6
- const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
- #define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
- #define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
- #define LIGHT_TOP_SHININESS 20.0
- const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
- #define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
- //#define LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION)
- //#define LIGHT_FRONT_SHININESS 5.0
- #define INTENSITY_AMBIENT 0.3
- uniform mat4 volume_world_matrix;
- // x = tainted, y = specular;
- varying vec2 intensity;
- varying float object_z;
- void main()
- {
- // First transform the normal into camera space and normalize the result.
- vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
-
- // Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
- // Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
- float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
- intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
- intensity.y = 0.0;
- if (NdotL > 0.0)
- intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(normal, reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
- // Perform the same lighting calculation for the 2nd light source (no specular)
- NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
-
- intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
- // Scaled to widths of the Z texture.
- object_z = (volume_world_matrix * gl_Vertex).z;
- gl_Position = ftransform();
- }
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