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/****************************************************************************
* MeshLab o o *
* An extendible mesh processor o o *
* _ O _ *
* Copyright(C) 2005, 2009 \/)\/ *
* Visual Computing Lab /\/| *
* ISTI - Italian National Research Council | *
* \ *
* All rights reserved. *
* *
* 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 (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
uniform sampler2D bump;
uniform float Kd;
uniform float Ks;
uniform float Ke;
varying vec4 baseColor;
varying vec3 ViewDirection;
varying vec3 LightDirection;
void main(void)
{
vec3 bumpPert = normalize( -(0.5,0.5,0.5) + texture2D(bump, gl_TexCoord[0].st).rgb );
vec3 LightDir = normalize(LightDirection);
vec3 ViewDir = normalize(ViewDirection);
vec3 nNormal = normalize(gl_NormalMatrix * bumpPert);
float diffuse = clamp(dot(LightDir, nNormal), 0.0, 1.0);
float specular = pow(clamp(dot(reflect(ViewDir, nNormal),-LightDir),0.0, 1.0), Ke);
gl_FragColor = (Kd * diffuse * baseColor) + (Ks * specular)*baseColor;
}
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