//
// Vertex shader for spherical harmonics lighting
//
// Author: Randi Rost
//
// Copyright (C) 2005 3Dlabs, Inc.
//
// See 3Dlabs-License.txt for license information
//
varying vec3 DiffuseColor;
uniform float ScaleFactor;
const float C1 = 0.429043;
const float C2 = 0.511664;
const float C3 = 0.743125;
const float C4 = 0.886227;
const float C5 = 0.247708;
#if 1
// Constants for Grace Cathedral lighting
const vec3 L00 = vec3( 0.78908, 0.43710, 0.54161);
const vec3 L1m1 = vec3( 0.39499, 0.34989, 0.60488);
const vec3 L10 = vec3(-0.33974, -0.18236, -0.26940);
const vec3 L11 = vec3(-0.29213, -0.05562, 0.00944);
const vec3 L2m2 = vec3(-0.11141, -0.05090, -0.12231);
const vec3 L2m1 = vec3(-0.26240, -0.22401, -0.47479);
const vec3 L20 = vec3(-0.15570, -0.09471, -0.14733);
const vec3 L21 = vec3( 0.56014, 0.21444, 0.13915);
const vec3 L22 = vec3( 0.21205, -0.05432, -0.30374);
#endif
#if 0
// Constants for Eucalyptus Grove lighting
const vec3 L00 = vec3( 0.3783264, 0.4260425, 0.4504587);
const vec3 L1m1 = vec3( 0.2887813, 0.3586803, 0.4147053);
const vec3 L10 = vec3( 0.0379030, 0.0295216, 0.0098567);
const vec3 L11 = vec3(-0.1033028, -0.1031690, -0.0884924);
const vec3 L2m2 = vec3(-0.0621750, -0.0554432, -0.0396779);
const vec3 L2m1 = vec3( 0.0077820, -0.0148312, -0.0471301);
const vec3 L20 = vec3(-0.0935561, -0.1254260, -0.1525629);
const vec3 L21 = vec3(-0.0572703, -0.0502192, -0.0363410);
const vec3 L22 = vec3( 0.0203348, -0.0044201, -0.0452180);
#endif
#if 0
// Constants for St. Peter's Basilica lighting
const vec3 L00 = vec3( 0.3623915, 0.2624130, 0.2326261);
const vec3 L1m1 = vec3( 0.1759130, 0.1436267, 0.1260569);
const vec3 L10 = vec3(-0.0247311, -0.0101253, -0.0010745);
const vec3 L11 = vec3( 0.0346500, 0.0223184, 0.0101350);
const vec3 L2m2 = vec3( 0.0198140, 0.0144073, 0.0043987);
const vec3 L2m1 = vec3(-0.0469596, -0.0254485, -0.0117786);
const vec3 L20 = vec3(-0.0898667, -0.0760911, -0.0740964);
const vec3 L21 = vec3( 0.0050194, 0.0038841, 0.0001374);
const vec3 L22 = vec3(-0.0818750, -0.0321501, 0.0033399);
#endif
#if 0
// Constants for Uffizi Gallery lighting
const vec3 L00 = vec3( 0.3168843, 0.3073441, 0.3495361);
const vec3 L1m1 = vec3( 0.3711289, 0.3682168, 0.4292092);
const vec3 L10 = vec3( -0.0034406, -0.0031891, -0.0039797);
const vec3 L11 = vec3( -0.0084237, -0.0087049, -0.0116718);
const vec3 L2m2 = vec3( -0.0190313, -0.0192164, -0.0250836);
const vec3 L2m1 = vec3( -0.0110002, -0.0102972, -0.0119522);
const vec3 L20 = vec3( -0.2787319, -0.2752035, -0.3184335);
const vec3 L21 = vec3( 0.0011448, 0.0009613, 0.0008975);
const vec3 L22 = vec3( -0.2419374, -0.2410955, -0.2842899);
#endif
#if 0
// Constants for Galileo's tomb lighting
const vec3 L00 = vec3( 1.0351604, 0.7603549, 0.7074635);
const vec3 L1m1 = vec3( 0.4442150, 0.3430402, 0.3403777);
const vec3 L10 = vec3(-0.2247797, -0.1828517, -0.1705181);
const vec3 L11 = vec3( 0.7110400, 0.5423169, 0.5587956);
const vec3 L2m2 = vec3( 0.6430452, 0.4971454, 0.5156357);
const vec3 L2m1 = vec3(-0.1150112, -0.0936603, -0.0839287);
const vec3 L20 = vec3(-0.3742487, -0.2755962, -0.2875017);
const vec3 L21 = vec3(-0.1694954, -0.1343096, -0.1335315);
const vec3 L22 = vec3( 0.5515260, 0.4222179, 0.4162488);
#endif
#if 0
// Constants for Vine Street kitchen lighting
const vec3 L00 = vec3( 0.6396604, 0.6740969, 0.7286833);
const vec3 L1m1 = vec3( 0.2828940, 0.3159227, 0.3313502);
const vec3 L10 = vec3( 0.4200835, 0.5994586, 0.7748295);
const vec3 L11 = vec3(-0.0474917, -0.0372616, -0.0199377);
const vec3 L2m2 = vec3(-0.0984616, -0.0765437, -0.0509038);
const vec3 L2m1 = vec3( 0.2496256, 0.3935312, 0.5333141);
const vec3 L20 = vec3( 0.3813504, 0.5424832, 0.7141644);
const vec3 L21 = vec3( 0.0583734, 0.0066377, -0.0234326);
const vec3 L22 = vec3(-0.0325933, -0.0239167, -0.0330796);
#endif
#if 0
// Constants for Breezeway lighting
const vec3 L00 = vec3( 0.3175995, 0.3571678, 0.3784286);
const vec3 L1m1 = vec3( 0.3655063, 0.4121290, 0.4490332);
const vec3 L10 = vec3(-0.0071628, -0.0123780, -0.0146215);
const vec3 L11 = vec3(-0.1047419, -0.1183074, -0.1260049);
const vec3 L2m2 = vec3(-0.1304345, -0.1507366, -0.1702497);
const vec3 L2m1 = vec3(-0.0098978, -0.0155750, -0.0178279);
const vec3 L20 = vec3(-0.0704158, -0.0762753, -0.0865235);
const vec3 L21 = vec3( 0.0242531, 0.0279176, 0.0335200);
const vec3 L22 = vec3(-0.2858534, -0.3235718, -0.3586478);
#endif
#if 0
// Constants for Campus Sunset lighting
const vec3 L00 = vec3( 0.7870665, 0.9379944, 0.9799986);
const vec3 L1m1 = vec3( 0.4376419, 0.5579443, 0.7024107);
const vec3 L10 = vec3(-0.1020717, -0.1824865, -0.2749662);
const vec3 L11 = vec3( 0.4543814, 0.3750162, 0.1968642);
const vec3 L2m2 = vec3( 0.1841687, 0.1396696, 0.0491580);
const vec3 L2m1 = vec3(-0.1417495, -0.2186370, -0.3132702);
const vec3 L20 = vec3(-0.3890121, -0.4033574, -0.3639718);
const vec3 L21 = vec3( 0.0872238, 0.0744587, 0.0353051);
const vec3 L22 = vec3( 0.6662600, 0.6706794, 0.5246173);
#endif
#if 0
// Constants for Funston Beach Sunset lighting
const vec3 L00 = vec3( 0.6841148, 0.6929004, 0.7069543);
const vec3 L1m1 = vec3( 0.3173355, 0.3694407, 0.4406839);
const vec3 L10 = vec3(-0.1747193, -0.1737154, -0.1657420);
const vec3 L11 = vec3(-0.4496467, -0.4155184, -0.3416573);
const vec3 L2m2 = vec3(-0.1690202, -0.1703022, -0.1525870);
const vec3 L2m1 = vec3(-0.0837808, -0.0940454, -0.1027518);
const vec3 L20 = vec3(-0.0319670, -0.0214051, -0.0147691);
const vec3 L21 = vec3( 0.1641816, 0.1377558, 0.1010403);
const vec3 L22 = vec3( 0.3697189, 0.3097930, 0.2029923);
#endif
#if 0
// Constants for Old Town Square lighting
const vec3 L00 = vec3( 0.871297, 0.875222, 0.864470);
const vec3 L1m1 = vec3( 0.175058, 0.245335, 0.312891);
const vec3 L10 = vec3( 0.034675, 0.036107, 0.037362);
const vec3 L11 = vec3(-0.004629, -0.029448, -0.048028);
const vec3 L2m2 = vec3(-0.120535, -0.121160, -0.117507);
const vec3 L2m1 = vec3( 0.003242, 0.003624, 0.007511);
const vec3 L20 = vec3(-0.028667, -0.024926, -0.020998);
const vec3 L21 = vec3(-0.077539, -0.086325, -0.091591);
const vec3 L22 = vec3(-0.161784, -0.191783, -0.219152);
#endif
void main(void)
{
vec3 tnorm = normalize(gl_NormalMatrix * gl_Normal);
DiffuseColor = C1 * L22 * (tnorm.x * tnorm.x - tnorm.y * tnorm.y) +
C3 * L20 * tnorm.z * tnorm.z +
C4 * L00 -
C5 * L20 +
2.0 * C1 * L2m2 * tnorm.x * tnorm.y +
2.0 * C1 * L21 * tnorm.x * tnorm.z +
2.0 * C1 * L2m1 * tnorm.y * tnorm.z +
2.0 * C2 * L11 * tnorm.x +
2.0 * C2 * L1m1 * tnorm.y +
2.0 * C2 * L10 * tnorm.z;
DiffuseColor *= ScaleFactor;
gl_Position = ftransform();
}
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GLSL红皮书,第二版, 附源码。 (100个子文件)
Addison Wesley - OpenGL.Shading.Language.2nd.Edition.Jan.2006.chm 2.83MB
CH12-shLight.vert.txt 7KB
CH12-uberlight.frag.txt 3KB
CH10-glyphbomb.frag.txt 3KB
CH14-PTM.frag.txt 2KB
CH11-toyball.frag.txt 2KB
CH14-diffraction.vert.txt 2KB
CH13-deferredShadingP2.vert.txt 2KB
CH13-shlAmbOcc.vert.txt 2KB
CH16-wobble.frag.txt 2KB
CH18-hatch.frag.txt 1KB
CH14-PTM.vert.txt 1KB
CH10-envmap.frag.txt 1KB
CH17-aacheck.frag.txt 1KB
CH18-julia.frag.txt 1KB
CH12-uberlight.vert.txt 1KB
CH15-wood.frag.txt 1KB
CH14-chromaticAb.vert.txt 1KB
CH18-mandel.frag.txt 1KB
CH17-aabrick.frag.txt 1KB
CH14-WardBRDF.frag.txt 1KB
CH16-sphereMorph.vert.txt 1KB
CH10-glyphbomb.vert.txt 1KB
CH11-stripe.vert.txt 1KB
CH11-lattice.vert.txt 1KB
CH17-aabrick.vert.txt 1KB
CH06-brick.vert.txt 1KB
CH13-shadowmap4d.frag.txt 1KB
CH18-mandel.vert.txt 1KB
CH18-julia.vert.txt 1KB
CH10-earth-3tex.frag.txt 1009B
CH11-bumpmap.frag.txt 1002B
CH13-iblAmbOcc.vert.txt 976B
CH13-shadowmap4u.frag.txt 961B
CH19-unsharpMask.frag.txt 959B
CH10-earth-1tex.vert.txt 957B
CH13-shadowmap.vert.txt 946B
CH16-wobble.vert.txt 946B
CH14-refraction.vert.txt 942B
CH18-hatch.vert.txt 935B
CH16-particle.vert.txt 893B
CH10-earth-3tex.vert.txt 893B
CH13-deferredShadingP2.frag.txt 892B
CH12-imageBasedLighting.frag.txt 892B
CH13-iblAmbOcc.frag.txt 892B
CH18-Gooch.frag.txt 890B
CH16-vertexNoise.vert.txt 867B
CH11-stripe.frag.txt 864B
CH14-WardBRDF.vert.txt 850B
CH13-deferredShadingP1.vert.txt 849B
CH15-fire.frag.txt 841B
CH11-bumpmap.vert.txt 815B
CH19-GaussianBlur.frag.txt 796B
CH06-brick.frag.txt 779B
CH15-marble.frag.txt 772B
CH14-chromaticAb.frag.txt 755B
CH13-hlAmbOcc.vert.txt 751B
CH16-cloud-anim.frag.txt 742B
CH19-neighborhoodAvg.frag.txt 731B
CH17-adaptiveaa.frag.txt 723B
CH12-hemiLight.vert.txt 706B
CH18-Gooch.vert.txt 679B
CH17-adaptiveaa.vert.txt 675B
CH15-cloud.frag.txt 665B
CH10-cubemap.frag.txt 647B
CH16-cloud-anim.vert.txt 640B
CH15-cloud.vert.txt 630B
CH15-fire.vert.txt 630B
CH15-granite.vert.txt 622B
CH15-marble.vert.txt 621B
CH15-wood.vert.txt 620B
CH19-interpShp.frag.txt 603B
CH11-lattice.frag.txt 602B
CH10-cubemap.vert.txt 598B
CH10-envmap.vert.txt 598B
CH13-shadowmap.frag.txt 586B
CH19-interpSat.frag.txt 563B
CH11-toyball.vert.txt 533B
CH13-deferredShadingP1.frag.txt 529B
CH15-granite.frag.txt 526B
CH14-refraction.frag.txt 520B
CH19-interpCon.frag.txt 483B
CH12-imageBasedLighting.vert.txt 481B
CH10-earth-1tex.frag.txt 403B
CH17-aacheck.vert.txt 393B
CH19-interpBrt.frag.txt 367B
CH19-interpSat.vert.txt 333B
CH19-interpBrt.vert.txt 328B
CH19-interpShp.vert.txt 327B
CH19-interpCon.vert.txt 326B
CH19-neighborhoodAvg.vert.txt 305B
CH19-unsharpMask.vert.txt 298B
CH19-GaussianBlur.vert.txt 286B
CH13-shlAmbOcc.frag.txt 267B
CH12-shLight.frag.txt 267B
CH16-particle.frag.txt 262B
CH13-hlAmbOcc.frag.txt 261B
CH12-hemiLight.frag.txt 261B
CH16-vertexNoise.frag.txt 245B
CH16-sphereMorph.frag.txt 240B
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