/usr/share/oce-0.18/src/Shaders/PhongShading.fs is in liboce-visualization11 0.18.2-2build1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 | // Created on: 2013-10-10
// Created by: Denis BOGOLEPOV
// Copyright (c) 2013-2014 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and/or modify it under
// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
varying vec3 View; //!< Direction to the viewer
varying vec3 Normal; //!< Vertex normal in view space
varying vec4 Position; //!< Vertex position in view space.
varying vec4 PositionWorld; //!< Vertex position in world space
vec3 Ambient; //!< Ambient contribution of light sources
vec3 Diffuse; //!< Diffuse contribution of light sources
vec3 Specular; //!< Specular contribution of light sources
//! Computes contribution of isotropic point light source
void pointLight (in int theId,
in vec3 theNormal,
in vec3 theView,
in vec3 thePoint)
{
vec3 aLight = occLight_Position (theId).xyz;
if (occLight_IsHeadlight (theId) == 0)
{
aLight = vec3 (occWorldViewMatrix * occModelWorldMatrix * vec4 (aLight, 1.0));
}
aLight -= thePoint;
float aDist = length (aLight);
aLight = aLight * (1.0 / aDist);
float anAtten = 1.0 / (occLight_ConstAttenuation (theId)
+ occLight_LinearAttenuation (theId) * aDist);
vec3 aHalf = normalize (aLight + theView);
vec3 aFaceSideNormal = gl_FrontFacing ? theNormal : -theNormal;
float aNdotL = max (0.0, dot (aFaceSideNormal, aLight));
float aNdotH = max (0.0, dot (aFaceSideNormal, aHalf ));
float aSpecl = 0.0;
if (aNdotL > 0.0)
{
aSpecl = pow (aNdotH, gl_FrontFacing ? occFrontMaterial_Shininess() : occBackMaterial_Shininess());
}
Diffuse += occLight_Diffuse (theId).rgb * aNdotL * anAtten;
Specular += occLight_Specular (theId).rgb * aSpecl * anAtten;
}
//! Computes contribution of spotlight source
void spotLight (in int theId,
in vec3 theNormal,
in vec3 theView,
in vec3 thePoint)
{
vec3 aLight = occLight_Position (theId).xyz;
vec3 aSpotDir = occLight_SpotDirection (theId).xyz;
if (occLight_IsHeadlight (theId) == 0)
{
aLight = vec3 (occWorldViewMatrix * occModelWorldMatrix * vec4 (aLight, 1.0));
aSpotDir = vec3 (occWorldViewMatrix * occModelWorldMatrix * vec4 (aSpotDir, 0.0));
}
aLight -= thePoint;
float aDist = length (aLight);
aLight = aLight * (1.0 / aDist);
aSpotDir = normalize (aSpotDir);
// light cone
float aCosA = dot (aSpotDir, -aLight);
if (aCosA >= 1.0 || aCosA < cos (occLight_SpotCutOff (theId)))
{
return;
}
float anExponent = occLight_SpotExponent (theId);
float anAtten = 1.0 / (occLight_ConstAttenuation (theId)
+ occLight_LinearAttenuation (theId) * aDist);
if (anExponent > 0.0)
{
anAtten *= pow (aCosA, anExponent * 128.0);
}
vec3 aHalf = normalize (aLight + theView);
vec3 aFaceSideNormal = gl_FrontFacing ? theNormal : -theNormal;
float aNdotL = max (0.0, dot (aFaceSideNormal, aLight));
float aNdotH = max (0.0, dot (aFaceSideNormal, aHalf ));
float aSpecl = 0.0;
if (aNdotL > 0.0)
{
aSpecl = pow (aNdotH, gl_FrontFacing ? occFrontMaterial_Shininess() : occBackMaterial_Shininess());
}
Diffuse += occLight_Diffuse (theId).rgb * aNdotL * anAtten;
Specular += occLight_Specular (theId).rgb * aSpecl * anAtten;
}
//! Computes contribution of directional light source
void directionalLight (in int theId,
in vec3 theNormal,
in vec3 theView)
{
vec3 aLight = normalize (occLight_Position (theId).xyz);
if (occLight_IsHeadlight (theId) == 0)
{
aLight = vec3 (occWorldViewMatrix * occModelWorldMatrix * vec4 (aLight, 0.0));
}
vec3 aHalf = normalize (aLight + theView);
vec3 aFaceSideNormal = gl_FrontFacing ? theNormal : -theNormal;
float aNdotL = max (0.0, dot (aFaceSideNormal, aLight));
float aNdotH = max (0.0, dot (aFaceSideNormal, aHalf ));
float aSpecl = 0.0;
if (aNdotL > 0.0)
{
aSpecl = pow (aNdotH, gl_FrontFacing ? occFrontMaterial_Shininess() : occBackMaterial_Shininess());
}
Diffuse += occLight_Diffuse (theId).rgb * aNdotL;
Specular += occLight_Specular (theId).rgb * aSpecl;
}
//! Computes illumination from light sources
vec4 computeLighting (in vec3 theNormal,
in vec3 theView,
in vec4 thePoint)
{
// Clear the light intensity accumulators
Ambient = occLightAmbient.rgb;
Diffuse = vec3 (0.0);
Specular = vec3 (0.0);
vec3 aPoint = thePoint.xyz / thePoint.w;
for (int anIndex = 0; anIndex < occLightSourcesCount; ++anIndex)
{
int aType = occLight_Type (anIndex);
if (aType == OccLightType_Direct)
{
directionalLight (anIndex, theNormal, theView);
}
else if (aType == OccLightType_Point)
{
pointLight (anIndex, theNormal, theView, aPoint);
}
else if (aType == OccLightType_Spot)
{
spotLight (anIndex, theNormal, theView, aPoint);
}
}
vec4 aMaterialAmbient = gl_FrontFacing ? occFrontMaterial_Ambient() : occBackMaterial_Ambient();
vec4 aMaterialDiffuse = gl_FrontFacing ? occFrontMaterial_Diffuse() : occBackMaterial_Diffuse();
vec4 aMaterialSpecular = gl_FrontFacing ? occFrontMaterial_Specular() : occBackMaterial_Specular();
vec4 aMaterialEmission = gl_FrontFacing ? occFrontMaterial_Emission() : occBackMaterial_Emission();
return vec4 (Ambient, 1.0) * aMaterialAmbient
+ vec4 (Diffuse, 1.0) * aMaterialDiffuse
+ vec4 (Specular, 1.0) * aMaterialSpecular
+ aMaterialEmission;
}
//! Entry point to the Fragment Shader
void main()
{
// process clipping planes
for (int anIndex = 0; anIndex < occClipPlaneCount; ++anIndex)
{
vec4 aClipEquation = occClipPlaneEquations[anIndex];
int aClipSpace = occClipPlaneSpaces[anIndex];
if (aClipSpace == OccEquationCoords_World)
{
if (dot (aClipEquation.xyz, PositionWorld.xyz) + aClipEquation.w < 0.0)
{
discard;
}
}
else if (aClipSpace == OccEquationCoords_View)
{
if (dot (aClipEquation.xyz, Position.xyz) + aClipEquation.w < 0.0)
{
discard;
}
}
}
gl_FragColor = computeLighting (normalize (Normal),
normalize (View),
Position);
}
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