Merge commit 'origin/gallium-0.1' into gallium-0.2
[mesa.git] / progs / glsl / CH11-bumpmap.frag
1 //
2 // Fragment shader for procedural bumps
3 //
4 // Authors: John Kessenich, Randi Rost
5 //
6 // Copyright (c) 2002-2006 3Dlabs Inc. Ltd.
7 //
8 // See 3Dlabs-License.txt for license information
9 //
10
11 varying vec3 LightDir;
12 varying vec3 EyeDir;
13
14 uniform vec3 SurfaceColor; // = (0.7, 0.6, 0.18)
15 uniform float BumpDensity; // = 16.0
16 uniform float BumpSize; // = 0.15
17 uniform float SpecularFactor; // = 0.5
18
19 void main()
20 {
21 vec3 litColor;
22 vec2 c = BumpDensity * gl_TexCoord[0].st;
23 vec2 p = fract(c) - vec2(0.5);
24
25 float d, f;
26 d = p.x * p.x + p.y * p.y;
27 f = inversesqrt(d + 1.0);
28
29 if (d >= BumpSize)
30 { p = vec2(0.0); f = 1.0; }
31
32 vec3 normDelta = vec3(p.x, p.y, 1.0) * f;
33 litColor = SurfaceColor * max(dot(normDelta, LightDir), 0.0);
34 vec3 reflectDir = reflect(LightDir, normDelta);
35
36 float spec = max(dot(EyeDir, reflectDir), 0.0);
37 spec *= SpecularFactor;
38 litColor = min(litColor + spec, vec3(1.0));
39
40 gl_FragColor = vec4(litColor, 1.0);
41 }