cgal/Polyhedron/demo/Polyhedron/resources/shader_with_light.f

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#version 120
varying highp vec4 color;
varying highp vec4 fP;
varying highp vec3 fN;
varying highp float dist[6];
uniform highp vec4 light_pos;
uniform highp vec4 light_diff;
uniform highp vec4 light_spec;
uniform highp vec4 light_amb;
uniform highp float spec_power ;
uniform int is_two_side;
uniform bool is_selected;
uniform bool is_clipbox_on;
void main(void) {
if(is_clipbox_on)
if(dist[0]>0 ||
dist[1]>0 ||
dist[2]>0 ||
dist[3]>0 ||
dist[4]>0 ||
dist[5]>0)
discard;
highp vec3 L = light_pos.xyz - fP.xyz;
highp vec3 V = -fP.xyz;
highp vec3 N;
if(fN == highp vec3(0.0,0.0,0.0))
N = highp vec3(0.0,0.0,0.0);
else
N = normalize(fN);
L = normalize(L);
V = normalize(V);
highp vec3 R = reflect(-L, N);
vec4 diffuse;
if(is_two_side == 1)
diffuse = abs(dot(N,L)) * light_diff * color;
else
diffuse = max(dot(N,L), 0.0) * light_diff * color;
highp vec4 specular = pow(max(dot(R,V), 0.0), spec_power) * light_spec;
vec4 ret_color = vec4((color*light_amb).xyz + diffuse.xyz + specular.xyz,1);
if(is_selected)
gl_FragColor = vec4(ret_color.r+70.0/255.0, ret_color.g+70.0/255.0, ret_color.b+70.0/255.0, 1.0);
else
gl_FragColor = ret_color;
}