blob: e12c5d374cd7cdad034204a5668696af6b3a51af [file] [log] [blame]
Brianf44ba112007-01-16 14:55:43 -07001//
2// Fragment shader for procedural bumps
3//
4// Authors: John Kessenich, Randi Rost
5//
6// Copyright (c) 2002-2006 3Dlabs Inc. Ltd.
7//
8// See 3Dlabs-License.txt for license information
9//
10
11varying vec3 LightDir;
12varying vec3 EyeDir;
13
14uniform vec3 SurfaceColor; // = (0.7, 0.6, 0.18)
15uniform float BumpDensity; // = 16.0
16uniform float BumpSize; // = 0.15
17uniform float SpecularFactor; // = 0.5
18
19void main()
20{
21 vec3 litColor;
22 vec2 c = BumpDensity * gl_TexCoord[0].st;
23 vec2 p = fract(c) - vec2(0.5);
24
25 float d, f;
26 d = p.x * p.x + p.y * p.y;
Brian Paulb3a68b22008-10-10 12:04:49 -060027 f = inversesqrt(d + 1.0);
Brianf44ba112007-01-16 14:55:43 -070028
29 if (d >= BumpSize)
30 { p = vec2(0.0); f = 1.0; }
31
32 vec3 normDelta = vec3(p.x, p.y, 1.0) * f;
33 litColor = SurfaceColor * max(dot(normDelta, LightDir), 0.0);
34 vec3 reflectDir = reflect(LightDir, normDelta);
35
36 float spec = max(dot(EyeDir, reflectDir), 0.0);
37 spec *= SpecularFactor;
38 litColor = min(litColor + spec, vec3(1.0));
39
40 gl_FragColor = vec4(litColor, 1.0);
41}