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-rw-r--r--Gem/examples/data/brick.frag24
-rw-r--r--Gem/examples/data/brick.vert43
2 files changed, 67 insertions, 0 deletions
diff --git a/Gem/examples/data/brick.frag b/Gem/examples/data/brick.frag
new file mode 100644
index 0000000..53e4f1b
--- /dev/null
+++ b/Gem/examples/data/brick.frag
@@ -0,0 +1,24 @@
+varying vec3 BrickColor_f, MortarColor_f;
+varying vec2 BrickSize_f, BrickPct_f;
+
+varying vec2 MCposition;
+varying float LightIntensity;
+
+
+void main()
+{
+ vec3 color;
+ vec2 position, useBrick;
+ position = MCposition / BrickSize_f;
+
+ if (fract(position.y * 0.5) > 0.5)
+ position.x += 0.5;
+
+ position = fract(position);
+
+ useBrick = step(position, BrickPct_f);
+
+ color = mix(MortarColor_f, BrickColor_f, useBrick.x * useBrick.y);
+ color *= LightIntensity;
+ gl_FragColor = vec4(color, 1.0);
+} \ No newline at end of file
diff --git a/Gem/examples/data/brick.vert b/Gem/examples/data/brick.vert
new file mode 100644
index 0000000..1a54a8b
--- /dev/null
+++ b/Gem/examples/data/brick.vert
@@ -0,0 +1,43 @@
+attribute vec3 LightPosition;
+attribute vec3 BrickColor, MortarColor;
+attribute vec2 BrickSize, BrickPct;
+
+varying vec3 BrickColor_f, MortarColor_f;
+varying vec2 BrickSize_f, BrickPct_f;
+
+
+const float SpecularContribution = 0.3;
+const float DiffuseContribution = 1.0 - SpecularContribution;
+
+varying float LightIntensity;
+varying vec2 MCposition;
+
+void main()
+{
+ // conversions
+ BrickColor_f = BrickColor;
+ MortarColor_f = MortarColor;
+ BrickSize_f = BrickSize;
+ BrickPct_f = BrickPct;
+ //
+
+ vec3 ecPosition = vec3(gl_ModelViewMatrix * gl_Vertex);
+ vec3 tnorm = normalize(gl_NormalMatrix * gl_Normal);
+ vec3 lightVec = normalize(LightPosition - ecPosition);
+ vec3 reflectVec = reflect(-lightVec, tnorm);
+ vec3 viewVec = normalize(-ecPosition);
+ float diffuse = max(dot(lightVec, tnorm), 0.0);
+ float spec = 0.0;
+
+ if (diffuse > 0.0)
+ {
+ spec = max(dot(reflectVec, viewVec), 0.0);
+ spec = pow(spec, 16.0);
+ }
+
+ LightIntensity = DiffuseContribution * diffuse +
+ SpecularContribution * spec;
+
+ MCposition = gl_Vertex.xy;
+ gl_Position = ftransform();
+}