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//
// Begin "3Dlabs-License.txt"
//
// Copyright (C) 2002-2005 3Dlabs Inc. Ltd.
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
//
// Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
//
// Redistributions in binary form must reproduce the above
// copyright notice, this list of conditions and the following
// disclaimer in the documentation and/or other materials provided
// with the distribution.
//
// Neither the name of 3Dlabs Inc. Ltd. nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
// FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
// COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
// INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
// BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
// LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
// LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
// ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.
//
//
// End "3Dlabs-License.txt"
uniform float testFloat;
uniform vec2 testVec2;
uniform vec3 testVec3;
uniform vec4 testVec4;
uniform int testInt;
uniform ivec2 testIVec2;
uniform ivec3 testIVec3;
uniform ivec4 testIVec4;
uniform mat2 testMat2;
uniform mat3 testMat3;
uniform mat4 testMat4;
struct tStruct {
float f;
vec2 f2;
vec3 f3;
vec4 f4;
};
uniform tStruct tStruct2;
uniform vec3 SurfaceColor; // (0.75, 0.75, 0.75)
uniform vec3 WarmColor; // (0.6, 0.6, 0.0)
uniform vec3 CoolColor; // (0.0, 0.0, 0.6)
uniform float DiffuseWarm; // 0.45
uniform float DiffuseCool; // 0.45
varying float NdotL;
varying vec3 ReflectVec;
varying vec3 ViewVec;
void main (void)
{
vec3 kcool = min(CoolColor + DiffuseCool * SurfaceColor, 1.0);
vec3 kwarm = min(WarmColor + DiffuseWarm * SurfaceColor, 1.0);
vec3 kfinal = mix(kcool, kwarm, NdotL);
vec3 nreflect = normalize(ReflectVec);
vec3 nview = normalize(ViewVec);
float spec = max(dot(nreflect, nview), 0.0);
spec = pow(spec, 32.0);
gl_FragColor = vec4 (min(kfinal + spec, 1.0), 1.0);
if( 0
|| testFloat!=2.63749
|| testVec2.x!=76.95621 || testVec2.y!= 50.41138
|| testVec3.x!=76.96096 || testVec3.y!=63.27260 || testVec3.z!= 18.99907
|| testVec4.x!=3.40330 || testVec4.y!=93.71665 || testVec4.z!=3.25358 || testVec4.w!=53.86765
|| testInt!=55
|| testIVec2.x!=33 || testIVec2.y!=14
|| testIVec3.x!=13 || testIVec3.y!=97 || testIVec3.z!=86
|| testIVec4.x!=20 || testIVec4.y!=76 || testIVec4.z!=36 || testIVec4.w!=57
|| testMat2[0][0]!=47.50016 || testMat2[0][1]!=77.17215
|| testMat2[1][0]!=93.53756 || testMat2[1][1]!=26.49386
|| testMat3[0][0]!=20.76451 || testMat3[0][1]!=68.89935 || testMat3[0][2]!= 1.55911
|| testMat3[1][0]!=61.52196 || testMat3[1][1]!=24.00890 || testMat3[1][2]!= 20.14159
|| testMat3[2][0]!=12.79913 || testMat3[2][1]!=41.43690 || testMat3[2][2]!= 43.70222
|| testMat4[0][0]!=78.48394 || testMat4[0][1]!=18.00379 || testMat4[0][2]!=58.96785 || testMat4[0][3]!= 39.45659
|| testMat4[1][0]!=46.36133 || testMat4[1][1]!=20.19386 || testMat4[1][2]!=61.52903 || testMat4[1][3]!= 91.34887
|| testMat4[2][0]!=35.78233 || testMat4[2][1]!=28.60134 || testMat4[2][2]!=23.23688 || testMat4[2][3]!= 4.85008
|| testMat4[3][0]!=94.90575 || testMat4[3][1]!=43.35341 || testMat4[3][2]!=28.75032 || testMat4[3][3]!= 64.18256
|| tStruct2.f!=80.79816
|| tStruct2.f2.x!=55.42347 || tStruct2.f2.y!=84.07679
|| tStruct2.f3.x!=93.45425 || tStruct2.f3.y!=17.00968 || tStruct2.f3.z!=77.06349
|| tStruct2.f4.x!=44.63571 || tStruct2.f4.y!=62.42333 || tStruct2.f4.z!=86.14692 || tStruct2.f4.w!=1.50092
)
{
gl_FragColor = vec4 (1.0, 0.0, 0.0, 1.0);
}
}
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