// // Fragment shader for cartoon-style shading // // Author: Philip Rideout // // Copyright (c) 2005 3Dlabs Inc. Ltd. // /************************************************************************ * * * Copyright (C) 2002-2006 3Dlabs Inc. Ltd. * * * * All rights reserved. * * * * Redistribution and use in source and binary forms, with or without * * modification, are permitted provided that the following conditions * * are met: * * * * Redistributions of source code must retain the above copyright * * notice, this list of conditions and the following disclaimer. * * * * Redistributions in binary form must reproduce the above * * copyright notice, this list of conditions and the following * * disclaimer in the documentation and/or other materials provided * * with the distribution. * * * * Neither the name of 3Dlabs Inc. Ltd. nor the names of its * * contributors may be used to endorse or promote products derived * * from this software without specific prior written permission. * * * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT * * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS * * FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE * * COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, * * INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, * * BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER * * CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT * * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN * * ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * * POSSIBILITY OF SUCH DAMAGE. * * * ************************************************************************/ const vec3 DiffuseColor= vec3( 0.1,0.1,0.1); const vec3 PhongColor = vec3( 0.5,0.5,0.5); const float Edge= 0.2; uniform float Phong; varying vec3 Normal; void main (void) { vec3 color = DiffuseColor; float f = dot(vec3(0,0,1),Normal); if (abs(f) < Edge) color = vec3(0); if (f > Phong) color = PhongColor; gl_FragColor = vec4(color, 1); }