diff options
Diffstat (limited to 'tests/RenderScriptTests/MiscSamples/res/raw/shaderarrayv.glsl')
-rw-r--r-- | tests/RenderScriptTests/MiscSamples/res/raw/shaderarrayv.glsl | 32 |
1 files changed, 32 insertions, 0 deletions
diff --git a/tests/RenderScriptTests/MiscSamples/res/raw/shaderarrayv.glsl b/tests/RenderScriptTests/MiscSamples/res/raw/shaderarrayv.glsl new file mode 100644 index 0000000..7a1310a --- /dev/null +++ b/tests/RenderScriptTests/MiscSamples/res/raw/shaderarrayv.glsl @@ -0,0 +1,32 @@ +varying float light0_Diffuse; +varying float light0_Specular; +varying float light1_Diffuse; +varying float light1_Specular; +varying vec2 varTex0; + +// This is where actual shader code begins +void main() { + vec4 worldPos = UNI_model[0] * ATTRIB_position; + worldPos = UNI_model[1] * worldPos; + gl_Position = UNI_proj * worldPos; + + mat4 model0 = UNI_model[0]; + mat3 model3 = mat3(model0[0].xyz, model0[1].xyz, model0[2].xyz); + vec3 worldNorm = model3 * ATTRIB_normal; + vec3 V = normalize(-worldPos.xyz); + + vec3 light0Vec = normalize(UNI_light_Posision[0].xyz - worldPos.xyz); + vec3 light0R = -reflect(light0Vec, worldNorm); + light0_Diffuse = clamp(dot(worldNorm, light0Vec), 0.0, 1.0) * UNI_light_Diffuse[0]; + float light0Spec = clamp(dot(light0R, V), 0.001, 1.0); + light0_Specular = pow(light0Spec, UNI_light_CosinePower[0]) * UNI_light_Specular[0]; + + vec3 light1Vec = normalize(UNI_light_Posision[1].xyz - worldPos.xyz); + vec3 light1R = reflect(light1Vec, worldNorm); + light1_Diffuse = clamp(dot(worldNorm, light1Vec), 0.0, 1.0) * UNI_light_Diffuse[1]; + float light1Spec = clamp(dot(light1R, V), 0.001, 1.0); + light1_Specular = pow(light1Spec, UNI_light_CosinePower[1]) * UNI_light_Specular[1]; + + gl_PointSize = 1.0; + varTex0 = ATTRIB_texture0; +} |