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/*
  Copyright (c) 2008 Seneca College
  Licenced under the MIT License (http://www.c3dl.org/index.php/mit-license/)
*/

// We need to create our own light structure since we can't access 
// the light() function in the 2.0 context.
struct Light 
{ 
    vec4 ambient;
    vec4 diffuse;
    vec4 specular;
    vec4 position;
    
    vec3 halfVector;
};

struct Material
{
    vec4 emission;
    vec4 ambient;
    vec4 diffuse;
    vec4 specular;
    float shininess;
};
//
// vertex attributes
//
attribute vec4 a_vertex; 
attribute vec3 a_normal; 
attribute vec4 a_texCoord; 

// for every model we multiply the projection, view and model matrices
// once to prevent having to do it for every vertex, however we still need
// the view matrix to calculate lighting.
uniform mat4 u_modelViewMatrix;

// we can calculate this once per model to speed up processing done on the js side.
uniform mat4 u_modelViewProjMatrix;

// matrix to transform the vertex normals
uniform mat4 u_normalMatrix;

// custom light structures need to be used since we don't have access to 
// light states.
uniform Light u_light;
        
// material
uniform vec4 u_globalAmbientColor;
uniform Material u_frontMaterial;
uniform Material u_backMaterial;
        
// passed to fragment shader
varying vec4 v_diffuse, v_ambient;
varying vec3 v_normal, v_lightDir;
varying vec2 v_texCoord;

/*
    Given a reference to the ambient and diffuse  lighting variables,
    this function will calculate how much each component contributes to the scene.

    Light light - the light in view space
    vec3 normal - 
    vec4 ambient - 
    vec4 diffuse - 
*/
vec3 directionalLight(inout vec4 ambient, inout vec4 diffuse)
{
    ambient += u_light.ambient;
    diffuse += u_light.diffuse;
    return normalize(vec3(u_light.position));
}

void main()
{ 
    v_normal = normalize(u_normalMatrix * vec4(a_normal, 1)).xyz; 

    vec4 ambient = vec4(0.0, 0.0, 0.0, 1.0); 
    vec4 diffuse = vec4(0.0, 0.0, 0.0, 1.0); 
    vec4 specular = vec4(0.0, 0.0, 0.0, 1.0); 

    // place the current vertex into view space
    // ecPos = eye coordinate position.
    vec4 ecPos4 = u_modelViewMatrix * a_vertex;

    // the current vertex in eye coordinate space
    vec3 ecPos = ecPos4.xyz/ecPos4.w;
    v_lightDir = directionalLight(ambient, diffuse);
            
    v_ambient = u_frontMaterial.ambient * ambient;
    v_ambient += u_globalAmbientColor * u_frontMaterial.ambient;
    v_diffuse = u_frontMaterial.diffuse * diffuse;

    gl_Position =  u_modelViewProjMatrix * a_vertex;
    v_texCoord = a_texCoord.st; 
}