summaryrefslogtreecommitdiff
path: root/progs/glsl/CH11-bumpmap.frag
diff options
context:
space:
mode:
Diffstat (limited to 'progs/glsl/CH11-bumpmap.frag')
-rw-r--r--progs/glsl/CH11-bumpmap.frag41
1 files changed, 41 insertions, 0 deletions
diff --git a/progs/glsl/CH11-bumpmap.frag b/progs/glsl/CH11-bumpmap.frag
new file mode 100644
index 0000000000..e12c5d374c
--- /dev/null
+++ b/progs/glsl/CH11-bumpmap.frag
@@ -0,0 +1,41 @@
+//
+// Fragment shader for procedural bumps
+//
+// Authors: John Kessenich, Randi Rost
+//
+// Copyright (c) 2002-2006 3Dlabs Inc. Ltd.
+//
+// See 3Dlabs-License.txt for license information
+//
+
+varying vec3 LightDir;
+varying vec3 EyeDir;
+
+uniform vec3 SurfaceColor; // = (0.7, 0.6, 0.18)
+uniform float BumpDensity; // = 16.0
+uniform float BumpSize; // = 0.15
+uniform float SpecularFactor; // = 0.5
+
+void main()
+{
+ vec3 litColor;
+ vec2 c = BumpDensity * gl_TexCoord[0].st;
+ vec2 p = fract(c) - vec2(0.5);
+
+ float d, f;
+ d = p.x * p.x + p.y * p.y;
+ f = inversesqrt(d + 1.0);
+
+ if (d >= BumpSize)
+ { p = vec2(0.0); f = 1.0; }
+
+ vec3 normDelta = vec3(p.x, p.y, 1.0) * f;
+ litColor = SurfaceColor * max(dot(normDelta, LightDir), 0.0);
+ vec3 reflectDir = reflect(LightDir, normDelta);
+
+ float spec = max(dot(EyeDir, reflectDir), 0.0);
+ spec *= SpecularFactor;
+ litColor = min(litColor + spec, vec3(1.0));
+
+ gl_FragColor = vec4(litColor, 1.0);
+}