- merge v0.01 --> Añadido fileselector - Añadidas fuentes de Gem y Pure Data - pix2jpg incluído en Gem. Archivos de construcción de Gem modificados. - Añadido fichero ompiling.txt con instrucciones de compilación
61 lines
3.1 KiB
GLSL
61 lines
3.1 KiB
GLSL
//
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// Fragment shader for cartoon-style shading
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//
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// Author: Philip Rideout
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//
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// Copyright (c) 2005 3Dlabs Inc. Ltd.
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//
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/************************************************************************
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* *
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* Copyright (C) 2002-2006 3Dlabs Inc. Ltd. *
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* *
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* All rights reserved. *
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* *
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* Redistribution and use in source and binary forms, with or without *
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* modification, are permitted provided that the following conditions *
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* are met: *
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* *
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* Redistributions of source code must retain the above copyright *
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* notice, this list of conditions and the following disclaimer. *
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* *
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* Redistributions in binary form must reproduce the above *
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* copyright notice, this list of conditions and the following *
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* disclaimer in the documentation and/or other materials provided *
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* with the distribution. *
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* *
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* Neither the name of 3Dlabs Inc. Ltd. nor the names of its *
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* contributors may be used to endorse or promote products derived *
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* from this software without specific prior written permission. *
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* *
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS *
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT *
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* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS *
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* FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE *
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* COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, *
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* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, *
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* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; *
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER *
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* CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT *
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* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN *
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* ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE *
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* POSSIBILITY OF SUCH DAMAGE. *
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* *
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************************************************************************/
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const vec3 DiffuseColor= vec3( 0.1,0.1,0.1);
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const vec3 PhongColor = vec3( 0.5,0.5,0.5);
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const float Edge= 0.2;
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uniform float Phong;
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varying vec3 Normal;
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void main (void)
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{
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vec3 color = DiffuseColor;
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float f = dot(vec3(0,0,1),Normal);
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if (abs(f) < Edge)
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color = vec3(0);
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if (f > Phong)
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color = PhongColor;
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gl_FragColor = vec4(color, 1);
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}
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