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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
commit | 36d22d82aa202bb199967e9512281e9a53db42c9 (patch) | |
tree | 105e8c98ddea1c1e4784a60a5a6410fa416be2de /dom/canvas/test/webgl-conf/checkout/conformance/ogles/GL2FixedTests/buffer_objects/buffer_objects.vert | |
parent | Initial commit. (diff) | |
download | firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.tar.xz firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.zip |
Adding upstream version 115.7.0esr.upstream/115.7.0esrupstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance/ogles/GL2FixedTests/buffer_objects/buffer_objects.vert')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/ogles/GL2FixedTests/buffer_objects/buffer_objects.vert | 144 |
1 files changed, 144 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/ogles/GL2FixedTests/buffer_objects/buffer_objects.vert b/dom/canvas/test/webgl-conf/checkout/conformance/ogles/GL2FixedTests/buffer_objects/buffer_objects.vert new file mode 100644 index 0000000000..9b8f753d58 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/ogles/GL2FixedTests/buffer_objects/buffer_objects.vert @@ -0,0 +1,144 @@ + +/* +Copyright (c) 2019 The Khronos Group Inc. +Use of this source code is governed by an MIT-style license that can be +found in the LICENSE.txt file. +*/ + + +attribute vec4 gtf_Color; +attribute vec4 gtf_Vertex; +attribute vec3 gtf_Normal; +attribute vec4 gtf_MultiTexCoord0; + +uniform mat4 gtf_ModelViewProjectionMatrix; +uniform mat3 gtf_NormalMatrix; + +varying vec4 gtf_TexCoord[1]; +varying vec4 color; + +vec4 Ambient; +vec4 Diffuse; +vec4 Specular; + +const vec3 lightPosition = vec3(0.0, 0.0, 1.0); +const vec3 spotDirection = vec3(0.0, 0.0, -1.0); +const float spotCutoff = 180.0; +const float spotExponent = 0.0; + +const float lightAttenuationConstant = 1.0; +const float lightAttenuationLinear = 0.0; +const float lightAttenuationQuadratic = 0.0; + +const vec4 lightAmbient = vec4(0.0, 0.0, 0.0, 0.0); +vec4 lightDiffuse = vec4(1.0, 1.0, 1.0, 1.0); +vec4 lightSpecular = vec4(1.0, 1.0, 1.0, 1.0); + +const float materialShininess = 0.0; + +const vec4 sceneColor = vec4(0.0, 0.0, 0.0, 0.0); + +void spotLight(in int i, + in vec3 normal, + in vec3 eye, + in vec3 ecPosition3 + ) +{ + float nDotVP; // normal . light direction + float nDotHV; // normal . light half vector + float pf; // power factor + float spotDot; // cosine of angle between spotlight + float spotAttenuation; // spotlight attenuation factor + float attenuation; // computed attenuation factor + float d; // distance from surface to light source + vec3 VP; // direction from surface to light position + vec3 halfVector; // direction of maximum highlights + + // Compute vector from surface to light position + VP = lightPosition - ecPosition3; + + // Compute distance between surface and light position + d = length(VP); + + // Normalize the vector from surface to light position + VP = normalize(VP); + + // Compute attenuation + attenuation = 1.0 / (lightAttenuationConstant + + lightAttenuationLinear * d + + lightAttenuationQuadratic * d * d); + + // See if point on surface is inside cone of illumination + spotDot = dot(-VP, normalize(spotDirection)); + + if (spotDot < cos(radians(spotCutoff))) + spotAttenuation = 0.0; // light adds no contribution + else + spotAttenuation = pow(spotDot, spotExponent); + + // Combine the spotlight and distance attenuation. + attenuation *= spotAttenuation; + + halfVector = normalize(VP + eye); + + nDotVP = max(0.0, dot(normal, VP)); + nDotHV = max(0.0, dot(normal, halfVector)); + + if (nDotVP == 0.0) + pf = 0.0; + else + pf = pow(nDotHV, materialShininess); + + Ambient += lightAmbient * attenuation; + Diffuse += lightDiffuse * nDotVP * attenuation; + Specular += lightSpecular * pf * attenuation; +} + +vec3 fnormal(void) +{ + //Compute the normal + vec3 normal = gtf_NormalMatrix * gtf_Normal; + normal = normalize(normal); + + return normal; +} + +void flight(in vec3 normal, in vec4 ecPosition, float alphaFade) +{ + vec3 ecPosition3; + vec3 eye; + + ecPosition3 = (vec3 (ecPosition)) / ecPosition.w; + eye = vec3 (0.0, 0.0, 1.0); + + // Clear the light intensity accumulators + Ambient = vec4 (0.0); + Diffuse = vec4 (0.0); + Specular = vec4 (0.0); + + //lightSpecular = gtf_Color; + + spotLight(0, normal, eye, ecPosition3); + + color = sceneColor + + Ambient * gtf_Color + + Diffuse * gtf_Color; + color += Specular * gtf_Color; + color = clamp( color, 0.0, 1.0 ); + + color.a *= alphaFade; +} + +void main (void) +{ + vec3 transformedNormal; + float alphaFade = 1.0; + + vec4 ecPosition = gtf_Vertex; + + color = gtf_Color; + gtf_TexCoord[0] = gtf_MultiTexCoord0; + gl_Position = gtf_ModelViewProjectionMatrix * gtf_Vertex; + transformedNormal = fnormal(); + flight(transformedNormal, ecPosition, alphaFade); +} |