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- //
- // Fragment shader for procedurally generated toy ball
- //
- // Author: Bill Licea-Kane
- //
- // Copyright (c) 2002-2003 ATI Research
- //
- // See ATI-License.txt for license information
- //
-
- varying vec4 ECposition; // surface position in eye coordinates
- varying vec4 ECballCenter; // ball center in eye coordinates
-
- uniform vec4 LightDir; // light direction, should be normalized
- uniform vec4 HVector; // reflection vector for infinite light source
- uniform vec4 SpecularColor;
- uniform vec4 Red, Yellow, Blue;
-
- uniform vec4 HalfSpace0; // half-spaces used to define star pattern
- uniform vec4 HalfSpace1;
- uniform vec4 HalfSpace2;
- uniform vec4 HalfSpace3;
- uniform vec4 HalfSpace4;
-
- uniform float InOrOutInit; // = -3
- uniform float StripeWidth; // = 0.3
- uniform float FWidth; // = 0.005
-
- void main()
- {
- vec4 normal; // Analytically computed normal
- vec4 p; // Point in shader space
- vec4 surfColor; // Computed color of the surface
- float intensity; // Computed light intensity
- vec4 distance; // Computed distance values
- float inorout; // Counter for computing star pattern
-
- p.xyz = normalize(ECposition.xyz - ECballCenter.xyz); // Calculate p
- p.w = 1.0;
-
- inorout = InOrOutInit; // initialize inorout to -3
-
- distance[0] = dot(p, HalfSpace0);
- distance[1] = dot(p, HalfSpace1);
- distance[2] = dot(p, HalfSpace2);
- distance[3] = dot(p, HalfSpace3);
-
- distance = smoothstep(-FWidth, FWidth, distance);
- inorout += dot(distance, vec4(1.0));
-
- distance.x = dot(p, HalfSpace4);
- distance.y = StripeWidth - abs(p.z);
- distance = smoothstep(-FWidth, FWidth, distance);
- inorout += distance.x;
-
- inorout = clamp(inorout, 0.0, 1.0);
-
- surfColor = mix(Yellow, Red, inorout);
- surfColor = mix(surfColor, Blue, distance.y);
-
- // normal = point on surface for sphere at (0,0,0)
- normal = p;
-
- // Per fragment diffuse lighting
- intensity = 0.2; // ambient
- intensity += 0.8 * clamp(dot(LightDir, normal), 0.0, 1.0);
- surfColor *= intensity;
-
- // Per fragment specular lighting
- intensity = clamp(dot(HVector, normal), 0.0, 1.0);
- intensity = pow(intensity, SpecularColor.a);
- surfColor += SpecularColor * intensity;
-
- gl_FragColor = surfColor;
- }
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