bgfx/3rdparty/glsl-optimizer/tests/fragment/struct-initializer-in.txt

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2014-02-11 02:06:13 -05:00
// From https://gitorious.org/wikibooks-opengl/modern-tutorials/source/mini-portal/phong-shading.f.glsl
/**
* This file is in the public domain.
* Contributors: Martin Kraus, Sylvain Beucler
*/
varying vec4 position; // position of the vertex (and fragment) in world space
varying vec3 varyingNormalDirection; // surface normal vector in world space
uniform mat4 m, v, p;
uniform mat4 v_inv;
struct lightSource
{
vec4 position;
vec4 diffuse;
vec4 specular;
float invLinearAttenuation;
float spotCutoff, spotExponent;
vec3 spotDirection;
};
lightSource light0 = lightSource(
vec4(0.0, 3.0, 0.0, 1.0),
vec4(1.0, 1.0, 1.0, 1.0),
vec4(1.0, 1.0, 1.0, 1.0),
2.0,
180.0, 0.0,
vec3(0.0, 0.0, 0.0)
);
vec4 scene_ambient = vec4(0.2, 0.2, 0.2, 1.0);
struct material
{
vec4 ambient;
vec4 diffuse;
vec4 specular;
float shininess;
};
material frontMaterial = material(
vec4(0.2, 0.2, 0.2, 1.0),
vec4(1.0, 0.8, 0.8, 1.0),
vec4(1.0, 1.0, 1.0, 1.0),
5.0
);
void main()
{
vec3 normalDirection = normalize(varyingNormalDirection);
vec3 viewDirection = normalize(vec3(v_inv * vec4(0.0, 0.0, 0.0, 1.0) - position));
vec3 lightDirection;
float attenuation;
// initialize total lighting with ambient lighting
vec3 totalLighting = vec3(scene_ambient) * vec3(frontMaterial.ambient);
vec3 positionToLightSource = vec3(light0.position - position);
float distanceSqr = dot(positionToLightSource, positionToLightSource);
lightDirection = inversesqrt(distanceSqr) * positionToLightSource;
attenuation = light0.invLinearAttenuation * inversesqrt(distanceSqr);
vec3 diffuseReflection = attenuation
* vec3(light0.diffuse) * vec3(frontMaterial.diffuse)
* max(0.0, dot(normalDirection, lightDirection));
vec3 specularReflection;
if (dot(normalDirection, lightDirection) < 0.0) // light source on the wrong side?
{
specularReflection = vec3(0.0, 0.0, 0.0); // no specular reflection
}
else // light source on the right side
{
specularReflection = attenuation * vec3(light0.specular) * vec3(frontMaterial.specular)
* pow(max(0.0, dot(reflect(-lightDirection, normalDirection), viewDirection)), frontMaterial.shininess);
}
totalLighting = totalLighting + diffuseReflection + specularReflection;
gl_FragColor = vec4(totalLighting, 1.0);
}