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//
// 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);
}
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