cgal/Polyhedron/demo/Polyhedron/resources/compatibility_shaders/shader_c3t3.frag

67 lines
1.7 KiB
GLSL

varying highp vec4 color;
varying highp vec4 fP;
varying highp vec3 fN;
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 highp float near;
uniform highp float far;
uniform highp float width;
uniform highp float height;
uniform bool comparing;
uniform bool writing;
uniform sampler2D sampler;
uniform highp float alpha;
highp float depth(float z)
{
return (2 * near) / (far + near - z * (far - near));
}
void main(void) {
float d = depth(gl_FragCoord.z);
float test = texture2D(sampler, vec2(gl_FragCoord.x/width, gl_FragCoord.y/height)).r;
if(comparing && d <= test)
discard;
if(writing)
gl_FragColor = vec4(d,d,d,1.0);
else
{
if(color.w<0)
{
vec4 my_color = vec4(color.xyz, 1.);
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 * my_color;
else
diffuse = max(dot(N,L), 0.0) * light_diff * my_color;
highp vec4 specular = pow(max(dot(R,V), 0.0), spec_power) * light_spec;
vec4 ret_color = vec4((my_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, alpha);
else
gl_FragColor = vec4(ret_color.xyz, alpha);
}
else
discard;
}
}