Source

Coin / build / msvc9 / data / shaders / lights / DirectionalLight.h

Jostein ef9405e 
Marius Kintel 3ba6b41 




























Lars J. Aas 9ba03ce 










Tom Fredrik Blen… 225fccb 

Lars J. Aas 9ba03ce 







Tom Fredrik Blen… 225fccb 

Lars J. Aas 9ba03ce 






Tom Fredrik Blen… 225fccb 

Lars J. Aas 9ba03ce 


/**************************************************************************\
 * Copyright (c) Kongsberg Oil & Gas Technologies AS
 * 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 the copyright holder 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
 * HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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\**************************************************************************/

#ifndef COIN_INTERNAL
#error this is a private header file
#endif /* !COIN_INTERNAL */

#ifndef SO_DIRECTIONALLIGHT_GLSL_H
#define SO_DIRECTIONALLIGHT_GLSL_H

static const char DIRECTIONALLIGHT_shadersource[] =
  "\n"
  "void DirectionalLight(in vec3 light_vector,\n"
  "                      in vec3 light_halfVector,\n"
  "                      in vec3 normal,\n"
  "                      inout vec4 diffuse,\n"
  "                      inout vec4 specular)\n"
  "{\n"
  "  float nDotVP; // normal . light direction\n"
  "  float nDotHV; // normal . light half vector\n"
  "  float pf;     // power factor\n"
  "\n"
  "  nDotVP = max(0.0, dot(normal, light_vector));\n"
  "  nDotHV = max(0.0, dot(normal, light_halfVector));\n"
  "\n"
  "  float shininess = gl_FrontMaterial.shininess;\n"
  "  if (nDotVP == 0.0)\n"
  "    pf = 0.0;\n"
  "  else\n"
  "    pf = pow(nDotHV, shininess);\n"
  "\n"
  "  diffuse *= nDotVP;  \n"
  "  specular *= pf;\n"
  "}\n"
  "\n";

#endif /* ! SO_DIRECTIONALLIGHT_GLSL_H */