From 648ee61ae84216d0236e0dbc211addc13b2cfa3a Mon Sep 17 00:00:00 2001 From: Kris Kowal Date: Fri, 6 Jul 2012 11:52:06 -0700 Subject: Expand tabs --- assets/shaders/ub_fshader.glsl | 414 ++++++++++++++++++++--------------------- 1 file changed, 207 insertions(+), 207 deletions(-) (limited to 'assets/shaders/ub_fshader.glsl') diff --git a/assets/shaders/ub_fshader.glsl b/assets/shaders/ub_fshader.glsl index e4e0e2d3..840a97b6 100755 --- a/assets/shaders/ub_fshader.glsl +++ b/assets/shaders/ub_fshader.glsl @@ -30,257 +30,257 @@ POSSIBILITY OF SUCH DAMAGE. // defines #if defined( GL_ES ) - precision highp float; + precision highp float; #endif uniform mat4 u_viewMatrix; #if defined( MATERIAL ) - uniform vec4 u_ambientColor; - uniform vec4 u_diffuseColor; - uniform vec4 u_specularColor; - uniform float u_specularPower; + uniform vec4 u_ambientColor; + uniform vec4 u_diffuseColor; + uniform vec4 u_specularColor; + uniform float u_specularPower; #endif #if defined( LIGHTING ) - varying vec3 v_normal; - #if defined( LIGHT_0 ) -// uniform int u_light0Type; - uniform vec3 u_light0Pos; - uniform vec3 u_light0Dir; - uniform vec3 u_light0Atten; - uniform vec2 u_light0Spot; - uniform vec4 u_light0Color; - uniform vec4 u_light0Specular; - varying vec3 v_light0Dir; - varying vec3 v_light0SpotDir; - #endif + varying vec3 v_normal; + #if defined( LIGHT_0 ) +// uniform int u_light0Type; + uniform vec3 u_light0Pos; + uniform vec3 u_light0Dir; + uniform vec3 u_light0Atten; + uniform vec2 u_light0Spot; + uniform vec4 u_light0Color; + uniform vec4 u_light0Specular; + varying vec3 v_light0Dir; + varying vec3 v_light0SpotDir; + #endif - #if defined( LIGHT_1 ) -// uniform int u_light1Type; - uniform vec3 u_light1Pos; - uniform vec3 u_light1Dir; - uniform vec3 u_light1Atten; - uniform vec2 u_light1Spot; - uniform vec4 u_light1Color; - uniform vec4 u_light1Specular; - varying vec3 v_light1Dir; - varying vec3 v_light1SpotDir; - #endif + #if defined( LIGHT_1 ) +// uniform int u_light1Type; + uniform vec3 u_light1Pos; + uniform vec3 u_light1Dir; + uniform vec3 u_light1Atten; + uniform vec2 u_light1Spot; + uniform vec4 u_light1Color; + uniform vec4 u_light1Specular; + varying vec3 v_light1Dir; + varying vec3 v_light1SpotDir; + #endif - #if defined( LIGHT_2 ) -// uniform int u_light2Type; - uniform vec3 u_light2Pos; - uniform vec3 u_light2Dir; - uniform vec3 u_light2Atten; - uniform vec2 u_light2Spot; - uniform vec4 u_light2Color; - uniform vec4 u_light2Specular; - varying vec3 v_light2Dir; - varying vec3 v_light2SpotDir; - #endif + #if defined( LIGHT_2 ) +// uniform int u_light2Type; + uniform vec3 u_light2Pos; + uniform vec3 u_light2Dir; + uniform vec3 u_light2Atten; + uniform vec2 u_light2Spot; + uniform vec4 u_light2Color; + uniform vec4 u_light2Specular; + varying vec3 v_light2Dir; + varying vec3 v_light2SpotDir; + #endif - #if defined( LIGHT_3 ) -// uniform int u_light3Type; - uniform vec3 u_light3Pos; - uniform vec3 u_light3Dir; - uniform vec3 u_light3Atten; - uniform vec2 u_light3Spot; - uniform vec4 u_light3Color; - uniform vec4 u_light3Specular; - varying vec3 v_light3Dir; - varying vec3 v_light3SpotDir; - #endif + #if defined( LIGHT_3 ) +// uniform int u_light3Type; + uniform vec3 u_light3Pos; + uniform vec3 u_light3Dir; + uniform vec3 u_light3Atten; + uniform vec2 u_light3Spot; + uniform vec4 u_light3Color; + uniform vec4 u_light3Specular; + varying vec3 v_light3Dir; + varying vec3 v_light3SpotDir; + #endif #endif #if defined( ENVIRONMENT_MAP ) - uniform float u_envReflection; + uniform float u_envReflection; #endif uniform vec3 u_eye; -uniform sampler2D s_diffuseMap; -uniform sampler2D s_normalMap; -uniform sampler2D s_envMap; -uniform sampler2D s_specMap; +uniform sampler2D s_diffuseMap; +uniform sampler2D s_normalMap; +uniform sampler2D s_envMap; +uniform sampler2D s_specMap; varying vec3 v_mvPos; varying vec3 v_eyeDir; varying vec2 v_texcoord; void main() { - // these are the four principle color elements making up the final fragment equation. - vec4 a = vec4(0.0,0.0,0.0,0.0); // ambient contribution - vec4 d = vec4(0.0,0.0,0.0,0.0); // diffuse contribution - vec4 s = vec4(0.0,0.0,0.0,0.0); // specular contribution - vec4 l = vec4(0.0,0.0,0.0,0.0); // lighting contribution - + // these are the four principle color elements making up the final fragment equation. + vec4 a = vec4(0.0,0.0,0.0,0.0); // ambient contribution + vec4 d = vec4(0.0,0.0,0.0,0.0); // diffuse contribution + vec4 s = vec4(0.0,0.0,0.0,0.0); // specular contribution + vec4 l = vec4(0.0,0.0,0.0,0.0); // lighting contribution + #if defined( MATERIAL ) - a += u_ambientColor; - d += u_diffuseColor; + a += u_ambientColor; + d += u_diffuseColor; #endif #if defined( DIFFUSE_MAP ) - d *= texture2D(s_diffuseMap, v_texcoord); + d *= texture2D(s_diffuseMap, v_texcoord); #endif #if ( defined( LIGHTING ) || defined( ENVIRONMENT_MAPPING ) ) - vec3 normal = normalize( v_normal ); + vec3 normal = normalize( v_normal ); #endif - + #if defined( LIGHTING ) - #if defined( NORMAL_MAP ) - vec4 normalMap = texture2D(s_normalMap, v_texcoord); - normalMap = vec4( (normalMap.xyz * 2.0 - 1.0), 0.0 ); - normal = normalize(normalMap.x*vec3(normal.z, 0.0, normal.x) + vec3(0.0, normalMap.y, 0.0) + normalMap.z*normal); - #endif // NORMAL_MAP + #if defined( NORMAL_MAP ) + vec4 normalMap = texture2D(s_normalMap, v_texcoord); + normalMap = vec4( (normalMap.xyz * 2.0 - 1.0), 0.0 ); + normal = normalize(normalMap.x*vec3(normal.z, 0.0, normal.x) + vec3(0.0, normalMap.y, 0.0) + normalMap.z*normal); + #endif // NORMAL_MAP - #if defined( LIGHT_0 ) - { - // diffuse lighting - float ldist = length( v_light0Dir.xyz ); - vec3 ldir = v_light0Dir.xyz / ldist; - - float atten = 1.0; - - #if ( LIGHT_0 > 0 ) - atten = 1.0 / ( u_light0Atten.x + u_light0Atten.y * ldist + u_light0Atten.z * ( ldist * ldist ) ); - #if (LIGHT_0 == 2) - float spotAngle = dot( ldir, normalize( v_light0SpotDir ) ); - float spotAtten = 0.0; - if ( spotAngle > u_light0Spot.y ) { - spotAtten = min(1.0, max( 0.0, ( spotAngle - u_light0Spot.y ) / ( u_light0Spot.x - u_light0Spot.y ) ) ); - } - atten *= spotAtten; - #endif - #endif - - float ndotl = max( 0.0, dot( normal, ldir ) ); - l += ndotl * atten * u_light0Color; + #if defined( LIGHT_0 ) + { + // diffuse lighting + float ldist = length( v_light0Dir.xyz ); + vec3 ldir = v_light0Dir.xyz / ldist; + + float atten = 1.0; + + #if ( LIGHT_0 > 0 ) + atten = 1.0 / ( u_light0Atten.x + u_light0Atten.y * ldist + u_light0Atten.z * ( ldist * ldist ) ); + #if (LIGHT_0 == 2) + float spotAngle = dot( ldir, normalize( v_light0SpotDir ) ); + float spotAtten = 0.0; + if ( spotAngle > u_light0Spot.y ) { + spotAtten = min(1.0, max( 0.0, ( spotAngle - u_light0Spot.y ) / ( u_light0Spot.x - u_light0Spot.y ) ) ); + } + atten *= spotAtten; + #endif + #endif + + float ndotl = max( 0.0, dot( normal, ldir ) ); + l += ndotl * atten * u_light0Color; - #if defined( LIGHT_0_SPECULAR ) - // specular contribution - vec3 halfAngleVec = normalize( normalize( v_light0Dir.xyz ) + vec3(0.0,0.0,1.0) ); - float ndoth = max( 0.0, dot( normal, halfAngleVec ) ); - s += atten * pow( ndoth, u_specularPower ) * (u_specularColor * u_light0Specular); - #endif - } - #endif // LIGHT_0 - - #if defined( LIGHT_1 ) - { - // diffuse lighting - float ldist = length( v_light1Dir.xyz ); - vec3 ldir = v_light1Dir.xyz / ldist; - - float atten = 1.0; - - #if ( LIGHT_1 > 0 ) - atten = 1.0 / ( u_light1Atten.x + u_light1Atten.y * ldist + u_light1Atten.z * ( ldist * ldist ) ); - #if (LIGHT_1 == 2) - float spotAngle = dot( ldir, normalize( v_light1SpotDir ) ); - float spotAtten = 0.0; - if ( spotAngle > u_light1Spot.y ) { - spotAtten = min(1.0, max( 0.0, ( spotAngle - u_light1Spot.y ) / ( u_light1Spot.x - u_light1Spot.y ) ) ); - } - atten *= spotAtten; - #endif - #endif - - float ndotl = max( 0.0, dot( normal, ldir ) ); - l += ndotl * atten * u_light1Color; + #if defined( LIGHT_0_SPECULAR ) + // specular contribution + vec3 halfAngleVec = normalize( normalize( v_light0Dir.xyz ) + vec3(0.0,0.0,1.0) ); + float ndoth = max( 0.0, dot( normal, halfAngleVec ) ); + s += atten * pow( ndoth, u_specularPower ) * (u_specularColor * u_light0Specular); + #endif + } + #endif // LIGHT_0 + + #if defined( LIGHT_1 ) + { + // diffuse lighting + float ldist = length( v_light1Dir.xyz ); + vec3 ldir = v_light1Dir.xyz / ldist; + + float atten = 1.0; + + #if ( LIGHT_1 > 0 ) + atten = 1.0 / ( u_light1Atten.x + u_light1Atten.y * ldist + u_light1Atten.z * ( ldist * ldist ) ); + #if (LIGHT_1 == 2) + float spotAngle = dot( ldir, normalize( v_light1SpotDir ) ); + float spotAtten = 0.0; + if ( spotAngle > u_light1Spot.y ) { + spotAtten = min(1.0, max( 0.0, ( spotAngle - u_light1Spot.y ) / ( u_light1Spot.x - u_light1Spot.y ) ) ); + } + atten *= spotAtten; + #endif + #endif + + float ndotl = max( 0.0, dot( normal, ldir ) ); + l += ndotl * atten * u_light1Color; - #if defined( LIGHT_1_SPECULAR ) - // specular contribution - vec3 halfAngleVec = normalize( normalize( v_light1Dir.xyz ) + vec3(0.0,0.0,1.0) ); - float ndoth = max( 0.0, dot( normal, halfAngleVec ) ); - s += atten * pow( ndoth, u_specularPower ) * (u_specularColor * u_light1Specular); - #endif - } - #endif // LIGHT_1 - - #if defined( LIGHT_2 ) - { - // diffuse lighting - float ldist = length( v_light2Dir.xyz ); - vec3 ldir = v_light2Dir.xyz / ldist; - - float atten = 1.0; - - #if ( LIGHT_2 > 0 ) - atten = 1.0 / ( u_light2Atten.x + u_light2Atten.y * ldist + u_light2Atten.z * ( ldist * ldist ) ); - #if (LIGHT_2 == 2) - float spotAngle = dot( ldir, normalize( v_light2SpotDir ) ); - float spotAtten = 0.0; - if ( spotAngle > u_light2Spot.y ) { - spotAtten = min(1.0, max( 0.0, ( spotAngle - u_light2Spot.y ) / ( u_light2Spot.x - u_light2Spot.y ) ) ); - } - atten *= spotAtten; - #endif - #endif - - float ndotl = max( 0.0, dot( normal, ldir ) ); - l += ndotl * atten * u_light2Color; + #if defined( LIGHT_1_SPECULAR ) + // specular contribution + vec3 halfAngleVec = normalize( normalize( v_light1Dir.xyz ) + vec3(0.0,0.0,1.0) ); + float ndoth = max( 0.0, dot( normal, halfAngleVec ) ); + s += atten * pow( ndoth, u_specularPower ) * (u_specularColor * u_light1Specular); + #endif + } + #endif // LIGHT_1 + + #if defined( LIGHT_2 ) + { + // diffuse lighting + float ldist = length( v_light2Dir.xyz ); + vec3 ldir = v_light2Dir.xyz / ldist; + + float atten = 1.0; + + #if ( LIGHT_2 > 0 ) + atten = 1.0 / ( u_light2Atten.x + u_light2Atten.y * ldist + u_light2Atten.z * ( ldist * ldist ) ); + #if (LIGHT_2 == 2) + float spotAngle = dot( ldir, normalize( v_light2SpotDir ) ); + float spotAtten = 0.0; + if ( spotAngle > u_light2Spot.y ) { + spotAtten = min(1.0, max( 0.0, ( spotAngle - u_light2Spot.y ) / ( u_light2Spot.x - u_light2Spot.y ) ) ); + } + atten *= spotAtten; + #endif + #endif + + float ndotl = max( 0.0, dot( normal, ldir ) ); + l += ndotl * atten * u_light2Color; - #if defined( LIGHT_2_SPECULAR ) - // specular contribution - vec3 halfAngleVec = normalize( normalize( v_light2Dir.xyz ) + vec3(0.0,0.0,1.0) ); - float ndoth = max( 0.0, dot( normal, halfAngleVec ) ); - s += atten * pow( ndoth, u_specularPower ) * (u_specularColor * u_light2Specular); - #endif - } - #endif // LIGHT_2 - - #if defined( LIGHT_3 ) - { - // diffuse lighting - float ldist = length( v_light3Dir.xyz ); - vec3 ldir = v_light3Dir.xyz / ldist; - - float atten = 1.0; - - #if ( LIGHT_3 > 0 ) - atten = 1.0 / ( u_light3Atten.x + u_light3Atten.y * ldist + u_light3Atten.z * ( ldist * ldist ) ); - #if (LIGHT_3 == 2) - float spotAngle = dot( ldir, normalize( v_light3SpotDir ) ); - float spotAtten = 0.0; - if ( spotAngle > u_light3Spot.y ) { - spotAtten = min(1.0, max( 0.0, ( spotAngle - u_light3Spot.y ) / ( u_light3Spot.x - u_light3Spot.y ) ) ); - } - atten *= spotAtten; - #endif - #endif - - float ndotl = max( 0.0, dot( normal, ldir ) ); - l += ndotl * atten * u_light3Color; + #if defined( LIGHT_2_SPECULAR ) + // specular contribution + vec3 halfAngleVec = normalize( normalize( v_light2Dir.xyz ) + vec3(0.0,0.0,1.0) ); + float ndoth = max( 0.0, dot( normal, halfAngleVec ) ); + s += atten * pow( ndoth, u_specularPower ) * (u_specularColor * u_light2Specular); + #endif + } + #endif // LIGHT_2 + + #if defined( LIGHT_3 ) + { + // diffuse lighting + float ldist = length( v_light3Dir.xyz ); + vec3 ldir = v_light3Dir.xyz / ldist; + + float atten = 1.0; + + #if ( LIGHT_3 > 0 ) + atten = 1.0 / ( u_light3Atten.x + u_light3Atten.y * ldist + u_light3Atten.z * ( ldist * ldist ) ); + #if (LIGHT_3 == 2) + float spotAngle = dot( ldir, normalize( v_light3SpotDir ) ); + float spotAtten = 0.0; + if ( spotAngle > u_light3Spot.y ) { + spotAtten = min(1.0, max( 0.0, ( spotAngle - u_light3Spot.y ) / ( u_light3Spot.x - u_light3Spot.y ) ) ); + } + atten *= spotAtten; + #endif + #endif + + float ndotl = max( 0.0, dot( normal, ldir ) ); + l += ndotl * atten * u_light3Color; - #if defined( LIGHT_3_SPECULAR ) - // specular contribution - vec3 halfAngleVec = normalize( normalize( v_light3Dir.xyz ) + vec3(0.0,0.0,1.0) ); - float ndoth = max( 0.0, dot( normal, halfAngleVec ) ); - s += atten * pow( ndoth, u_specularPower ) * (u_specularColor * u_light3Specular); - #endif - } - #endif // LIGHT_3 + #if defined( LIGHT_3_SPECULAR ) + // specular contribution + vec3 halfAngleVec = normalize( normalize( v_light3Dir.xyz ) + vec3(0.0,0.0,1.0) ); + float ndoth = max( 0.0, dot( normal, halfAngleVec ) ); + s += atten * pow( ndoth, u_specularPower ) * (u_specularColor * u_light3Specular); + #endif + } + #endif // LIGHT_3 #endif // LIGHTING #if defined( SPECULAR ) && defined( SPECULAR_MAP ) - vec4 specMapColor = texture2D(s_specMap, v_texcoord); - s *= specMapColor; + vec4 specMapColor = texture2D(s_specMap, v_texcoord); + s *= specMapColor; #endif #if defined( ENVIRONMENT_MAP ) - vec3 r = reflect( normalize( vec3(0.0,0.0,1.0) ), normal ); - float m = 2.0 * length(r); - vec4 envMapColor = texture2D(s_envMap, vec2(r.x/m + 0.5, r.y/m + 0.5)) * u_envReflection; - - #if defined( GLOSS_MAP ) - // this is an option to modulate the alpha channel of the specular map with the environment - // map (i.e. - gloss mapping). - envMapColor *= specMapColor.a; - #endif - - s += envMapColor; + vec3 r = reflect( normalize( vec3(0.0,0.0,1.0) ), normal ); + float m = 2.0 * length(r); + vec4 envMapColor = texture2D(s_envMap, vec2(r.x/m + 0.5, r.y/m + 0.5)) * u_envReflection; + + #if defined( GLOSS_MAP ) + // this is an option to modulate the alpha channel of the specular map with the environment + // map (i.e. - gloss mapping). + envMapColor *= specMapColor.a; + #endif + + s += envMapColor; #endif gl_FragColor = ( a + l ) * d + s; -- cgit v1.2.3 From 6803c0abd279fcb640c38b3881b751bab982cbe0 Mon Sep 17 00:00:00 2001 From: Kris Kowal Date: Fri, 6 Jul 2012 12:42:16 -0700 Subject: Remove trailing spaces --- assets/shaders/ub_fshader.glsl | 102 ++++++++++++++++++++--------------------- 1 file changed, 51 insertions(+), 51 deletions(-) (limited to 'assets/shaders/ub_fshader.glsl') diff --git a/assets/shaders/ub_fshader.glsl b/assets/shaders/ub_fshader.glsl index 840a97b6..9b37899d 100755 --- a/assets/shaders/ub_fshader.glsl +++ b/assets/shaders/ub_fshader.glsl @@ -51,9 +51,9 @@ uniform mat4 u_viewMatrix; uniform vec3 u_light0Atten; uniform vec2 u_light0Spot; uniform vec4 u_light0Color; - uniform vec4 u_light0Specular; + uniform vec4 u_light0Specular; varying vec3 v_light0Dir; - varying vec3 v_light0SpotDir; + varying vec3 v_light0SpotDir; #endif #if defined( LIGHT_1 ) @@ -63,9 +63,9 @@ uniform mat4 u_viewMatrix; uniform vec3 u_light1Atten; uniform vec2 u_light1Spot; uniform vec4 u_light1Color; - uniform vec4 u_light1Specular; + uniform vec4 u_light1Specular; varying vec3 v_light1Dir; - varying vec3 v_light1SpotDir; + varying vec3 v_light1SpotDir; #endif #if defined( LIGHT_2 ) @@ -75,9 +75,9 @@ uniform mat4 u_viewMatrix; uniform vec3 u_light2Atten; uniform vec2 u_light2Spot; uniform vec4 u_light2Color; - uniform vec4 u_light2Specular; + uniform vec4 u_light2Specular; varying vec3 v_light2Dir; - varying vec3 v_light2SpotDir; + varying vec3 v_light2SpotDir; #endif #if defined( LIGHT_3 ) @@ -87,9 +87,9 @@ uniform mat4 u_viewMatrix; uniform vec3 u_light3Atten; uniform vec2 u_light3Spot; uniform vec4 u_light3Color; - uniform vec4 u_light3Specular; + uniform vec4 u_light3Specular; varying vec3 v_light3Dir; - varying vec3 v_light3SpotDir; + varying vec3 v_light3SpotDir; #endif #endif @@ -114,7 +114,7 @@ void main() { vec4 d = vec4(0.0,0.0,0.0,0.0); // diffuse contribution vec4 s = vec4(0.0,0.0,0.0,0.0); // specular contribution vec4 l = vec4(0.0,0.0,0.0,0.0); // lighting contribution - + #if defined( MATERIAL ) a += u_ambientColor; d += u_diffuseColor; @@ -124,10 +124,10 @@ void main() { d *= texture2D(s_diffuseMap, v_texcoord); #endif -#if ( defined( LIGHTING ) || defined( ENVIRONMENT_MAPPING ) ) +#if ( defined( LIGHTING ) || defined( ENVIRONMENT_MAPPING ) ) vec3 normal = normalize( v_normal ); #endif - + #if defined( LIGHTING ) #if defined( NORMAL_MAP ) vec4 normalMap = texture2D(s_normalMap, v_texcoord); @@ -136,25 +136,25 @@ void main() { #endif // NORMAL_MAP #if defined( LIGHT_0 ) - { + { // diffuse lighting float ldist = length( v_light0Dir.xyz ); vec3 ldir = v_light0Dir.xyz / ldist; - + float atten = 1.0; - + #if ( LIGHT_0 > 0 ) atten = 1.0 / ( u_light0Atten.x + u_light0Atten.y * ldist + u_light0Atten.z * ( ldist * ldist ) ); #if (LIGHT_0 == 2) float spotAngle = dot( ldir, normalize( v_light0SpotDir ) ); float spotAtten = 0.0; if ( spotAngle > u_light0Spot.y ) { - spotAtten = min(1.0, max( 0.0, ( spotAngle - u_light0Spot.y ) / ( u_light0Spot.x - u_light0Spot.y ) ) ); - } - atten *= spotAtten; + spotAtten = min(1.0, max( 0.0, ( spotAngle - u_light0Spot.y ) / ( u_light0Spot.x - u_light0Spot.y ) ) ); + } + atten *= spotAtten; #endif #endif - + float ndotl = max( 0.0, dot( normal, ldir ) ); l += ndotl * atten * u_light0Color; @@ -166,27 +166,27 @@ void main() { #endif } #endif // LIGHT_0 - + #if defined( LIGHT_1 ) - { + { // diffuse lighting float ldist = length( v_light1Dir.xyz ); vec3 ldir = v_light1Dir.xyz / ldist; - + float atten = 1.0; - + #if ( LIGHT_1 > 0 ) atten = 1.0 / ( u_light1Atten.x + u_light1Atten.y * ldist + u_light1Atten.z * ( ldist * ldist ) ); #if (LIGHT_1 == 2) float spotAngle = dot( ldir, normalize( v_light1SpotDir ) ); float spotAtten = 0.0; if ( spotAngle > u_light1Spot.y ) { - spotAtten = min(1.0, max( 0.0, ( spotAngle - u_light1Spot.y ) / ( u_light1Spot.x - u_light1Spot.y ) ) ); - } - atten *= spotAtten; + spotAtten = min(1.0, max( 0.0, ( spotAngle - u_light1Spot.y ) / ( u_light1Spot.x - u_light1Spot.y ) ) ); + } + atten *= spotAtten; #endif #endif - + float ndotl = max( 0.0, dot( normal, ldir ) ); l += ndotl * atten * u_light1Color; @@ -198,27 +198,27 @@ void main() { #endif } #endif // LIGHT_1 - + #if defined( LIGHT_2 ) - { + { // diffuse lighting float ldist = length( v_light2Dir.xyz ); vec3 ldir = v_light2Dir.xyz / ldist; - + float atten = 1.0; - + #if ( LIGHT_2 > 0 ) atten = 1.0 / ( u_light2Atten.x + u_light2Atten.y * ldist + u_light2Atten.z * ( ldist * ldist ) ); #if (LIGHT_2 == 2) float spotAngle = dot( ldir, normalize( v_light2SpotDir ) ); float spotAtten = 0.0; if ( spotAngle > u_light2Spot.y ) { - spotAtten = min(1.0, max( 0.0, ( spotAngle - u_light2Spot.y ) / ( u_light2Spot.x - u_light2Spot.y ) ) ); - } - atten *= spotAtten; + spotAtten = min(1.0, max( 0.0, ( spotAngle - u_light2Spot.y ) / ( u_light2Spot.x - u_light2Spot.y ) ) ); + } + atten *= spotAtten; #endif #endif - + float ndotl = max( 0.0, dot( normal, ldir ) ); l += ndotl * atten * u_light2Color; @@ -228,29 +228,29 @@ void main() { float ndoth = max( 0.0, dot( normal, halfAngleVec ) ); s += atten * pow( ndoth, u_specularPower ) * (u_specularColor * u_light2Specular); #endif - } - #endif // LIGHT_2 - + } + #endif // LIGHT_2 + #if defined( LIGHT_3 ) - { + { // diffuse lighting float ldist = length( v_light3Dir.xyz ); vec3 ldir = v_light3Dir.xyz / ldist; - + float atten = 1.0; - + #if ( LIGHT_3 > 0 ) atten = 1.0 / ( u_light3Atten.x + u_light3Atten.y * ldist + u_light3Atten.z * ( ldist * ldist ) ); #if (LIGHT_3 == 2) float spotAngle = dot( ldir, normalize( v_light3SpotDir ) ); float spotAtten = 0.0; if ( spotAngle > u_light3Spot.y ) { - spotAtten = min(1.0, max( 0.0, ( spotAngle - u_light3Spot.y ) / ( u_light3Spot.x - u_light3Spot.y ) ) ); - } - atten *= spotAtten; + spotAtten = min(1.0, max( 0.0, ( spotAngle - u_light3Spot.y ) / ( u_light3Spot.x - u_light3Spot.y ) ) ); + } + atten *= spotAtten; #endif #endif - + float ndotl = max( 0.0, dot( normal, ldir ) ); l += ndotl * atten * u_light3Color; @@ -260,8 +260,8 @@ void main() { float ndoth = max( 0.0, dot( normal, halfAngleVec ) ); s += atten * pow( ndoth, u_specularPower ) * (u_specularColor * u_light3Specular); #endif - } - #endif // LIGHT_3 + } + #endif // LIGHT_3 #endif // LIGHTING #if defined( SPECULAR ) && defined( SPECULAR_MAP ) @@ -271,15 +271,15 @@ void main() { #if defined( ENVIRONMENT_MAP ) vec3 r = reflect( normalize( vec3(0.0,0.0,1.0) ), normal ); - float m = 2.0 * length(r); + float m = 2.0 * length(r); vec4 envMapColor = texture2D(s_envMap, vec2(r.x/m + 0.5, r.y/m + 0.5)) * u_envReflection; - + #if defined( GLOSS_MAP ) - // this is an option to modulate the alpha channel of the specular map with the environment - // map (i.e. - gloss mapping). + // this is an option to modulate the alpha channel of the specular map with the environment + // map (i.e. - gloss mapping). envMapColor *= specMapColor.a; #endif - + s += envMapColor; #endif -- cgit v1.2.3 From fdbec324dad4ab33d97282ab021d2c1661bc097c Mon Sep 17 00:00:00 2001 From: Kris Kowal Date: Mon, 9 Jul 2012 16:27:52 -0700 Subject: BSD License --- assets/shaders/ub_fshader.glsl | 23 ++++++++++++----------- 1 file changed, 12 insertions(+), 11 deletions(-) (limited to 'assets/shaders/ub_fshader.glsl') diff --git a/assets/shaders/ub_fshader.glsl b/assets/shaders/ub_fshader.glsl index 9b37899d..408b1184 100755 --- a/assets/shaders/ub_fshader.glsl +++ b/assets/shaders/ub_fshader.glsl @@ -1,24 +1,25 @@ /* -Copyright (c) 2012, Motorola Mobility, Inc +Copyright (c) 2012, Motorola Mobility LLC. All Rights Reserved. -BSD License. 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 Motorola Mobility nor the names of its contributors - may be used to endorse or promote products derived from this software - without specific prior written permission. +* 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 Motorola Mobility LLC 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 OWNER OR CONTRIBUTORS BE +ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER 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 -- cgit v1.2.3