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

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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 
Tom Fredrik Blen… 225fccb 
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
 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
\**************************************************************************/

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

#ifndef SO_SPOTLIGHT_GLSL_H
#define SO_SPOTLIGHT_GLSL_H

static const char SPOTLIGHT_shadersource[] =
  "\n"
  "float SpotLight(in vec3 light_position,\n"
  "                in vec3 light_attenuation,\n"
  "                in vec3 light_spotDirection,\n"
  "                in float light_spotExponent,\n"
  "                in float light_spotCosCutOff,\n"
  "                in vec3 eye,\n"
  "                in vec3 ecPosition3,\n"
  "                in vec3 normal,\n"
  "                inout vec4 ambient,\n"
  "                inout vec4 diffuse,\n"
  "                inout vec4 specular)\n"
  "{\n"
  "  float nDotVP;\n"
  "  float nDotHV;\n"
  "  float pf;\n"
  "  float att;\n"
  "  float spotDot;\n"
  "  float spotAtt;\n"
  "  float d;\n"
  "  vec3 VP;\n"
  "  vec3 halfvec;\n"
  "\n"
  "  VP = light_position - ecPosition3;\n"
  "  d = length(VP);\n"
  "  VP = normalize(VP);\n"
  "\n"
  "  att = 1.0 / (light_attenuation.x +\n"
  "               light_attenuation.y * d +\n"
  "               light_attenuation.z * d * d);\n"
  "\n"
  "  spotDot = dot(-VP, light_spotDirection);\n"
  "\n"
  "  // need to read this variable outside the if statment to work around ATi driver issues\n"
  "  float spotexp = light_spotExponent;\n"
  "\n"
  "  if (spotDot < light_spotCosCutOff)\n"
  "    spotAtt = 0.0;\n"
  "  else\n"
  "    spotAtt = pow(spotDot, spotexp);\n"
  "\n"
  "  att *= spotAtt;\n"
  "\n"
  "  halfvec = normalize(VP + eye);\n"
  "  nDotVP = max(0.0, dot(normal, VP));\n"
  "  nDotHV = max(0.0, dot(normal, halfvec));\n"
  "\n"
  "  // need to read this variable outside the if statment to work around ATi driver issues\n"
  "  float shininess =  gl_FrontMaterial.shininess;\n"
  "\n"
  "  if (nDotVP == 0.0)\n"
  "    pf = 0.0;\n"
  "  else\n"
  "    pf = pow(nDotHV, shininess);\n"
  "\n"
  "  ambient *= att;\n"
  "  diffuse *= nDotVP * att;\n"
  "  specular *= pf * att;\n"
  "\n"
  "  return d;\n"
  "}\n"
  "\n";

#endif /* ! SO_SPOTLIGHT_GLSL_H */