/extra/gpu/demos/bunny/bunny.f.glsl
http://github.com/abeaumont/factor · GLSL · 39 lines · 31 code · 8 blank · 0 comment · 0 complexity · 19c82ac438f918421182d9230efa3c00 MD5 · raw file
- #version 110
- uniform mat4 mv_matrix, p_matrix;
- uniform vec4 color, ambient, diffuse;
- uniform float shininess;
- varying vec3 frag_normal;
- varying vec3 frag_light_direction;
- varying vec3 frag_eye_direction;
- float
- cel(float d)
- {
- return smoothstep(0.25, 0.255, d) * 0.4 + smoothstep(0.695, 0.70, d) * 0.5;
- }
- vec4
- cel_light()
- {
- vec3 normal = normalize(frag_normal),
- light = normalize(frag_light_direction),
- eye = normalize(frag_eye_direction),
- reflection = reflect(light, normal);
- float d = dot(light, normal) * 0.5 + 0.5;
- float s = pow(max(dot(reflection, -eye), 0.0), shininess);
- vec4 amb_diff = ambient + diffuse * vec4(vec3(cel(d)), 1.0);
- vec4 spec = vec4(vec3(cel(s)), 0.0);
- return amb_diff * color + spec;
- }
- void
- main()
- {
- gl_FragData[0] = cel_light();
- gl_FragData[1] = vec4(frag_normal, 0.0);
- }