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📄 phong.frag

📁 java 3d编程的一些例子源代码
💻 FRAG
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/* * $RCSfile: phong.frag,v $ * * Copyright (c) 2006 Sun Microsystems, 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: * * - Redistribution of source code must retain the above copyright *   notice, this list of conditions and the following disclaimer. * * - Redistribution 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 Sun Microsystems, Inc. or the names of * contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * * This software is provided "AS IS," without a warranty of any * kind. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY * EXCLUDED. SUN MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL * NOT BE LIABLE FOR ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF * USING, MODIFYING OR DISTRIBUTING THIS SOFTWARE OR ITS * DERIVATIVES. IN NO EVENT WILL SUN OR ITS LICENSORS BE LIABLE FOR * ANY LOST REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL, * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR * INABILITY TO USE THIS SOFTWARE, EVEN IF SUN HAS BEEN ADVISED OF THE * POSSIBILITY OF SUCH DAMAGES. * * You acknowledge that this software is not designed, licensed or * intended for use in the design, construction, operation or * maintenance of any nuclear facility. * * $Revision: 1.1 $ * $Date: 2006/02/01 01:32:40 $ * $State: Exp $ */// A GLSL fragment program for handling 1 directional light with specular.// This implements per-pixel lighting (Phong shading)void directionalLight0(    in    vec3 normal,    inout vec4 ambient,    inout vec4 diffuse,    inout vec4 specular){    // Normalized light direction and half vector    vec3 lightDirection = normalize(vec3(gl_LightSource[0].position));    vec3 halfVector = normalize(vec3(gl_LightSource[0].halfVector));    float nDotVP; // normal . light_direction    float nDotHV; // normal . light_half_vector    float pf; // power factor    nDotVP = max(0.0, dot(normal, lightDirection));    nDotHV = max(0.0, dot(normal, halfVector));    if (nDotVP == 0.0) {	pf = 0.0;    }    else {	pf = pow(nDotHV, gl_FrontMaterial.shininess);    }    ambient += gl_LightSource[0].ambient;    diffuse += gl_LightSource[0].diffuse * nDotVP;    specular += gl_LightSource[0].specular * pf;}// Per-pixel normal (input from vertex shader)varying vec3  Normal;void main(){    vec3 unitNorm = normalize(Normal);    vec4 amb = vec4(0.0);    vec4 diff = vec4(0.0);    vec4 spec = vec4(0.0);    int i;    directionalLight0(unitNorm, amb, diff, spec);    // Apply the result of the lighting equation    vec4 secondaryColor = vec4(vec3(spec * gl_FrontMaterial.specular), 1.0);    vec4 color = vec4(vec3(gl_FrontLightModelProduct.sceneColor +		       amb * gl_FrontMaterial.ambient +		       diff * gl_FrontMaterial.diffuse), 1.0);    gl_FragColor = color + secondaryColor;}

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