d15dcc08b8
Change-Id: I006062986534950485ffa9e280caad3e37c2f35f
111 lines
3.3 KiB
GLSL
111 lines
3.3 KiB
GLSL
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/*
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* This file is part of the LibreOffice project.
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*
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/.
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*/
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#version 330 core
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#define MAX_LIGHT_NUM 8
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in vec3 positionWorldspace;
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in vec3 normalCameraspace;
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in vec4 fragBarColor;
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uniform mat4 V;
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uniform int undraw;
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uniform float minCoordX;
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out vec4 actualColor;
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struct MaterialParameters
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{
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vec4 ambient;
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vec4 diffuse;
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vec4 specular;
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vec4 materialColor;
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int twoSidesLighting;
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float shininess;
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float pad;
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float pad1;
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};
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layout(std140) uniform GlobalMaterialParameters
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{
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MaterialParameters matralParameter;
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}Material;
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struct LightSource
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{
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vec4 lightColor;
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vec4 positionWorldspace;
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float lightPower;
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float pad1;
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float pad2;
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float pad3;
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};
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layout(std140) uniform GlobalLights
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{
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int lightNum;
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vec4 ambient;
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LightSource light[MAX_LIGHT_NUM];
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} Lights;
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void main()
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{
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if ((positionWorldspace.x <= minCoordX) && (undraw == 1))
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discard;
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vec3 colorTotal = vec3(0.0f, 0.0f, 0.0f);
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vec3 vertexPositionCameraspace = (V * vec4(positionWorldspace,1)).xyz;
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vec3 MaterialDiffuseColor = fragBarColor.rgb;
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vec3 normalDirectionCameraspace = normalCameraspace;
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vec3 eyeDirectionCameraspace = normalize(vec3(0, 0, 0) - vertexPositionCameraspace);
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float attenuation = 1.0;
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int i = 0;
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vec3 lightDirectionCameraspace;
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vec3 vertexToLightSource;
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vec3 lightAmbient = Lights.ambient.rgb *
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MaterialDiffuseColor *
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Material.matralParameter.ambient.rgb;
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for (i = 0; i < Lights.lightNum; i++)
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{
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float LightPower = Lights.light[i].lightPower;
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lightDirectionCameraspace = normalize((V * Lights.light[i].positionWorldspace).xyz);
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float cosTheta = clamp(dot(normalDirectionCameraspace,lightDirectionCameraspace), 0,1);
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vec3 lightDiffuse = LightPower *
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attenuation *
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Lights.light[i].lightColor.rgb *
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MaterialDiffuseColor *
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Material.matralParameter.diffuse.rgb *
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cosTheta;
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vec3 specularReflection;
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if (dot(normalDirectionCameraspace, lightDirectionCameraspace) < 0)
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{
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specularReflection = vec3(0.0, 0.0, 0.0);
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}
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else
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{
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vec3 R = reflect(-lightDirectionCameraspace,normalDirectionCameraspace);
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float cosAlpha = clamp(dot(eyeDirectionCameraspace, R), 0,1);
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specularReflection = attenuation *
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LightPower *
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Lights.light[i].lightColor.rgb *
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Material.matralParameter.specular.rgb *
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MaterialDiffuseColor *
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pow(max(0.0, cosAlpha), Material.matralParameter.shininess);
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}
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colorTotal += lightDiffuse + specularReflection;
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}
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colorTotal += lightAmbient;
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actualColor = vec4(colorTotal, 1.0);
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}
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/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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