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OpenWalnut
OpenWalnut Core
Commits
3c6473e2
Commit
3c6473e2
authored
Aug 05, 2010
by
Mathias Goldau
Browse files
[FIX] Now the WGELighting shaders will work again under MacOS and increase my hg churn
parent
cb05107a
Changes
11
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11 changed files
with
31 additions
and
28 deletions
+31
-28
src/graphicsEngine/shaders/WGELighting-fragment.glsl
src/graphicsEngine/shaders/WGELighting-fragment.glsl
+0
-19
src/graphicsEngine/shaders/WGELighting-vertex.glsl
src/graphicsEngine/shaders/WGELighting-vertex.glsl
+22
-0
src/modules/homeGlyphs/shaders/WMHomeGlyphs-fragment.glsl
src/modules/homeGlyphs/shaders/WMHomeGlyphs-fragment.glsl
+1
-1
src/modules/homeGlyphs/shaders/WMHomeGlyphs-vertex.glsl
src/modules/homeGlyphs/shaders/WMHomeGlyphs-vertex.glsl
+1
-1
src/modules/lic/shaders/WMLIC-fragment.glsl
src/modules/lic/shaders/WMLIC-fragment.glsl
+1
-1
src/modules/lic/shaders/WMLIC-vertex.glsl
src/modules/lic/shaders/WMLIC-vertex.glsl
+1
-1
src/modules/marchingCubes/shaders/WMMarchingCubes-fragment.glsl
...dules/marchingCubes/shaders/WMMarchingCubes-fragment.glsl
+1
-1
src/modules/marchingCubes/shaders/WMMarchingCubes-vertex.glsl
...modules/marchingCubes/shaders/WMMarchingCubes-vertex.glsl
+1
-1
src/modules/probTractDisplay/shaders/WMProbTractDisplay-fragment.glsl
...probTractDisplay/shaders/WMProbTractDisplay-fragment.glsl
+1
-1
src/modules/triangleMeshRenderer/shaders/WMTriangleMeshRenderer-fragment.glsl
...MeshRenderer/shaders/WMTriangleMeshRenderer-fragment.glsl
+1
-1
src/modules/triangleMeshRenderer/shaders/WMTriangleMeshRenderer-vertex.glsl
...leMeshRenderer/shaders/WMTriangleMeshRenderer-vertex.glsl
+1
-1
No files found.
src/graphicsEngine/shaders/WGELighting.glsl
→
src/graphicsEngine/shaders/WGELighting
-fragment
.glsl
View file @
3c6473e2
...
...
@@ -26,28 +26,9 @@ void directionalLight( in int i, in vec3 normal, in float shininess,
ambient
+=
gl_LightSource
[
i
].
ambient
;
diffuse
+=
gl_LightSource
[
i
].
diffuse
*
nDotVP
;
specular
+=
gl_LightSource
[
i
].
specular
*
pf
;
}
void
calculateLighting
(
in
vec3
N
,
in
float
shininess
,
inout
vec4
ambient
,
inout
vec4
diffuse
,
inout
vec4
specular
)
{
directionalLight
(
0
,
N
,
shininess
,
ambient
,
diffuse
,
specular
);
}
/**
* Use this method in the vertex shader to calculate several needed vectors per vertex. In Fragment Shader, the varyings "normal", "vertex" and
* "halfvec" contain the interpolated vectors per fragment.
*/
void
prepareLight
()
{
/* Calculate the normal */
normal
=
normalize
(
gl_NormalMatrix
*
gl_Normal
).
xyz
;
/* Transform the vertex position to eye space */
vertex
=
vec4
(
gl_ModelViewMatrix
*
gl_Vertex
);
vec3
L
=
normalize
(
gl_LightSource
[
0
].
position
.
xyz
-
vertex
.
xyz
);
halfvec
=
vec3
(
L
+
vec3
(
0
.
0
,
0
.
0
,
1
.
0
));
}
src/graphicsEngine/shaders/WGELighting-vertex.glsl
0 → 100644
View file @
3c6473e2
varying
vec3
normal
;
varying
vec4
vertex
;
varying
vec3
halfvec
;
const
vec4
AMBIENT_BLACK
=
vec4
(
0
.
0
,
0
.
0
,
0
.
0
,
1
.
0
);
const
vec4
DEFAULT_BLACK
=
vec4
(
0
.
0
,
0
.
0
,
0
.
0
,
0
.
0
);
/**
* Computes normal and makes transformation to eye space.
*/
void
prepareLight
()
{
// Calculate the normal
normal
=
normalize
(
gl_NormalMatrix
*
gl_Normal
).
xyz
;
// Transform the vertex position to eye space
vertex
=
vec4
(
gl_ModelViewMatrix
*
gl_Vertex
);
vec3
L
=
normalize
(
gl_LightSource
[
0
].
position
.
xyz
-
vertex
.
xyz
);
halfvec
=
vec3
(
L
+
vec3
(
0
.
0
,
0
.
0
,
1
.
0
));
}
src/modules/homeGlyphs/shaders/WMHomeGlyphs-fragment.glsl
View file @
3c6473e2
#include "WGEColorMaps.glsl"
#include "WGELighting.glsl"
#include "WGELighting
-fragment
.glsl"
void
main
()
...
...
src/modules/homeGlyphs/shaders/WMHomeGlyphs-vertex.glsl
View file @
3c6473e2
#include "WGELighting.glsl"
#include "WGELighting
-vertex
.glsl"
void
main
()
{
...
...
src/modules/lic/shaders/WMLIC-fragment.glsl
View file @
3c6473e2
...
...
@@ -71,7 +71,7 @@ uniform int useCmap9;
#include "WGEColorMaps.glsl"
#include "WGELighting.glsl"
#include "WGELighting
-fragment
.glsl"
void
lookupTex
(
inout
vec4
col
,
in
int
type
,
in
sampler3D
tex
,
in
float
threshold
,
in
vec3
v
,
in
float
alpha
,
in
int
cmap
)
{
...
...
src/modules/lic/shaders/WMLIC-vertex.glsl
View file @
3c6473e2
varying
vec4
VaryingTexCoord0
;
#include "WGELighting.glsl"
#include "WGELighting
-vertex
.glsl"
void
main
()
{
...
...
src/modules/marchingCubes/shaders/WMMarchingCubes-fragment.glsl
View file @
3c6473e2
...
...
@@ -58,7 +58,7 @@ uniform int opacity;
#include "WGEColorMaps.glsl"
#include "WGELighting.glsl"
#include "WGELighting
-fragment
.glsl"
void
lookupTex
(
inout
vec4
col
,
in
int
type
,
in
sampler3D
tex
,
in
float
threshold
,
in
vec3
v
,
in
float
alpha
,
in
int
cmap
)
{
...
...
src/modules/marchingCubes/shaders/WMMarchingCubes-vertex.glsl
View file @
3c6473e2
...
...
@@ -7,7 +7,7 @@ varying vec4 VaryingTexCoord5;
varying
vec4
VaryingTexCoord6
;
varying
vec4
VaryingTexCoord7
;
#include "WGELighting.glsl"
#include "WGELighting
-vertex
.glsl"
void
main
()
{
...
...
src/modules/probTractDisplay/shaders/WMProbTractDisplay-fragment.glsl
View file @
3c6473e2
...
...
@@ -29,7 +29,7 @@
/////////////////////////////////////////////////////////////////////////////
#include "WMProbTractDisplay-varyings.glsl"
#include "WGELighting.glsl"
#include "WGELighting
-fragment
.glsl"
/////////////////////////////////////////////////////////////////////////////
// Uniforms
...
...
src/modules/triangleMeshRenderer/shaders/WMTriangleMeshRenderer-fragment.glsl
View file @
3c6473e2
...
...
@@ -2,7 +2,7 @@ varying vec4 VaryingTexCoord0;
uniform
int
opacity
;
#include "WGELighting.glsl"
#include "WGELighting
-fragment
.glsl"
void
main
()
{
...
...
src/modules/triangleMeshRenderer/shaders/WMTriangleMeshRenderer-vertex.glsl
View file @
3c6473e2
varying
vec4
VaryingTexCoord0
;
#include "WGELighting.glsl"
#include "WGELighting
-vertex
.glsl"
void
main
()
{
...
...
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