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ErrorMap_Fragment.glsl 1.76 KB
ebb721c7   David Mayerich   new repository fo...
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  #extension GL_EXT_gpu_shader4 : enable
  
  varying vec3 fragment_normal;
  //uniform vec3 L0_pos;
  uniform vec3 L1_pos;
  uniform sampler1D colorMap;
  
  vec4 HSLtoRGB(vec4 HSL)
  {
  	float H = HSL.x;
  	float S = HSL.y;
  	float L = HSL.z;
  
  	float temp2;
  	if(L < 0.5)
  		temp2 = L*(1.0+S);
  	else
  		temp2 = L+S - L*S;
  
  	float temp1 = 2.0*L - temp2;
  
  	vec3 temp3 = vec3(H+1.0/3.0, H, H-1.0/3.0);
  	if(temp3.r < 0.0) temp3.r = temp3.r+1.0;
  	if(temp3.g < 0.0) temp3.g = temp3.g+1.0;
  	if(temp3.b < 0.0) temp3.b = temp3.b+1.0;
  
  	if(temp3.r > 1.0) temp3.r = temp3.r - 1.0;
  	if(temp3.g > 1.0) temp3.g = temp3.g - 1.0;
  	if(temp3.b > 1.0) temp3.b = temp3.b - 1.0;
  
  	vec4 result;
  	if(6.0*temp3.r < 1.0) result.r = temp1 +(temp2 - temp1)*6.0*temp3.r;
  	else if(2.0*temp3.r < 1.0) result.r = temp2;
  	else if(3.0*temp3.r < 2.0) result.r = temp1+(temp2-temp1)*((2.0/3.0) - temp3.r)*6.0;
  	else result.r = temp1;
  
  	if(6.0*temp3.g < 1.0) result.g = temp1 +(temp2 - temp1)*6.0*temp3.g;
  	else if(2.0*temp3.g < 1.0) result.g = temp2;
  	else if(3.0*temp3.g < 2.0) result.g = temp1+(temp2-temp1)*((2.0/3.0) - temp3.g)*6.0;
  	else result.g = temp1;
  
  	if(6.0*temp3.b < 1.0) result.b = temp1 +(temp2 - temp1)*6.0*temp3.b;
  	else if(2.0*temp3.b < 1.0) result.b = temp2;
  	else if(3.0*temp3.b < 2.0) result.b = temp1+(temp2-temp1)*((2.0/3.0) - temp3.b)*6.0;
  	else result.b = temp1;
  
  	result.a = 0.0;
  	return result;
  }
  
  float LightIntensity()
  {
  	//vec3 L0_pos = vec3(1.0, 0.0, 0.0);
  	//vec3 L1_pos = vec3(0.0, 0.0, 1.0);
  	//float L0 = max(dot(fragment_normal, L0_pos), 0.0);
  	float L1 = max(dot(fragment_normal, L1_pos), 0.0);
  
  	//float total = L0 + L1;
  	//if(total > 1.0)
  	//	total = 1.0;
  
  	return L1;
  	//return 0.5;
  
  }
  
  void main(void)
  {
  	float error = gl_TexCoord[0].x;
  
  	float light = LightIntensity();
  
  	gl_FragColor = texture1D(colorMap, error)*light;
  }