summaryrefslogtreecommitdiffstats
path: root/o3d/samples/shaders/diffuse-glsl.shader
blob: 3ad9c23b1051830bec4dab2ea355211641d9227a (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
/*
 * Copyright 2009, Google Inc.
 * 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 Google Inc. 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 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.
 */

// The 4x4 world view projection matrix.
uniform mat4 worldViewProjection;
uniform mat4 worldInverseTranspose;
uniform mat4 world;

// input parameters for our vertex shader
attribute vec4 position;
attribute vec4 normal;

// input parameters for our pixel shader
varying vec3 v_normal;
varying vec3 v_worldPosition;

/**
 * Our vertex shader.
 */
void main() {
  // Transform position into clip space.
  gl_Position = worldViewProjection * position;

  // Transform normal into world space, where we can do lighting
  // calculations even if the world transform contains scaling.
  v_normal = (worldInverseTranspose * normal).xyz;

  // Calculate surface position in world space.
  v_worldPosition = (world * position).xyz;
}

// #o3d SplitMarker

uniform vec4 ambientIntensity;
uniform vec4 lightIntensity;
uniform vec4 ambient;
uniform vec4 diffuse;
uniform vec3 lightWorldPos;

varying vec3 v_normal;
varying vec3 v_worldPosition;

/**
 * Our pixel shader.
 */
void main() {
  vec3 surfaceToLight = normalize(lightWorldPos - v_worldPosition);

  vec3 worldNormal = normalize(v_normal);

  // Apply diffuse lighting in world space in case the world transform
  // contains scaling.
  vec4 directionalIntensity = lightIntensity *
      clamp(dot(worldNormal, surfaceToLight), 0.0, 1.0);
  vec4 outColor = ambientIntensity * ambient + directionalIntensity * diffuse;
  gl_FragColor = vec4(outColor.rgb, diffuse.a);
}

// #o3d MatrixLoadOrder RowMajor