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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);
}