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SmoothShader_Fragment.glsl 857 Bytes
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;
  
  float LightIntensity()
  {
  	//vec3 L0_pos = vec3(1.0, 0.0, 0.0);
  	//vec3 L1_pos = vec3(0.0, 0.0, 1.0);
  	float L0 = 0.5*max(dot(fragment_normal, L0_pos), 0.0);
  	float L1 = 0.5*max(dot(fragment_normal, L1_pos), 0.0);
  	
  	return L0 + L1;
  	//return 0.5;
  
  }
  
  void main(void)
  {
  	//float error = (1.0 - gl_TexCoord[0].x)*(240.0/360.0);
  	float light = LightIntensity();
  	vec4 color = gl_Color;//vec4(1.0, 1.0, 1.0, 1.0);
  	gl_FragColor = color*light;
  	
  	//assume that the error is the H component of an HSV triple
  	//vec4 HSV = vec4((240.0/60.0)*(1.0 - error), 1.0, 0.5, 1.0);
  	//vec4 RGB = HSVtoRGB(HSV);
  	
  	//convert from HSL to RGB
  	//vec4 HSL = vec4(error, 1.0, light, 1.0);
  	//vec4 RGB = HSLtoRGB(HSL);
  	
  	//gl_FragColor = vec4(0.5, 0.5, 0.5, 1.0);
  }