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-rw-r--r--dom/canvas/test/webgl-conf/checkout/conformance/ogles/GL2FixedTests/lighting_diffuse/lighting_diffuse.vert132
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diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/ogles/GL2FixedTests/lighting_diffuse/lighting_diffuse.vert b/dom/canvas/test/webgl-conf/checkout/conformance/ogles/GL2FixedTests/lighting_diffuse/lighting_diffuse.vert
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index 0000000000..cdccf706ec
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+
+/*
+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.
+*/
+
+
+uniform mat4 gtf_ModelViewMatrix;
+uniform mat4 gtf_ModelViewProjectionMatrix;
+uniform mat3 gtf_NormalMatrix;
+
+attribute vec4 gtf_Vertex;
+attribute vec4 gtf_Color;
+attribute vec3 gtf_Normal;
+
+varying vec4 color;
+
+vec4 Ambient;
+vec4 Diffuse;
+vec4 Specular;
+
+const vec3 lightPosition = vec3(0.0, 0.0, 10.0);
+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, 0.0, 0.0, 1.0);
+
+const vec4 materialAmbient = vec4(0.0, 0.0, 0.0, 1.0);
+const vec4 materialDiffuse = vec4(1.0, 1.0, 1.0, 1.0);
+const vec4 materialSpecular = vec4(0.0, 0.0, 0.0, 0.0);
+const float materialShininess = 20.0;
+
+const vec4 sceneColor = vec4(0.0, 0.0, 0.0, 0.0);
+
+
+void pointLight(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 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);
+
+ 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_Normal * gtf_NormalMatrix;
+ normal = normalize(normal);
+
+ // This should change to "return normal" but for this test, we force a normal pointing towards the light
+ // return normal
+ return vec3(0.0, 0.0, 1.0);
+}
+
+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);
+
+ lightDiffuse = gtf_Color;
+
+ pointLight(0, normal, eye, ecPosition3);
+
+ color = sceneColor +
+ Ambient * materialAmbient +
+ Diffuse * materialDiffuse;
+ color += Specular * materialSpecular;
+ color = clamp( color, 0.0, 1.0 );
+
+ color.a *= alphaFade;
+}
+
+
+void main (void)
+{
+ vec3 transformedNormal;
+ float alphaFade = 1.0;
+
+ // Eye-coordinate position of vertex, needed in various calculations
+ vec4 ecPosition = gtf_ModelViewMatrix * gtf_Vertex;
+
+ // Do fixed functionality vertex transform
+ gl_Position = gtf_ModelViewProjectionMatrix * gtf_Vertex;
+ transformedNormal = fnormal();
+ flight(transformedNormal, ecPosition, alphaFade);
+}