📄 dimple.frag
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//// dimple.frag: Fragment shader for bump mapping dimples (bumps)//// author: John Kessenich//// Copyright (c) 2002: 3Dlabs, Inc.////varying vec3 LightDir;varying vec3 EyeDir;varying vec3 Normal;//const vec3 Color = vec3(0.7, 0.6, 0.18);//const float Density = 16.0;//const float Size = 0.25;uniform vec3 Color;uniform float Density;uniform float Size;// uniform float SpecularFactor;//float Density = 27.6;//float Size = 0.13025;//uniform float Scale;const float SpecularFactor = 0.4;void main (void){ vec3 litColor; vec2 c = Density * (gl_TexCoord[0].xy); vec2 p = fract(c) - vec2(0.5); float d = (p.x * p.x) + (p.y * p.y); if (d >= Size) p = vec2(0.0); vec3 normDelta = vec3(-p.x, -p.y, 1.0); litColor = Color * max(0.0, dot(normDelta, LightDir)); float t = 2.0 * dot(LightDir, normDelta); vec3 reflectDir = t * normDelta; reflectDir = LightDir - reflectDir; // vec3 reflectDir = LightDir - 2.0 * dot(LightDir, normDelta) * normDelta; float spec = max(dot(EyeDir, reflectDir), 0.0); spec = spec * spec; spec = spec * spec; spec *= SpecularFactor; litColor = min(litColor + spec, vec3(1.0)); gl_FragColor = vec4(litColor, gl_Color.a);// gl_FragColor = vec4(litColor, 1.0);// gl_FragColor = vec4(Scale);}
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