solvespace/res/shaders/mesh.frag
EvilSpirit 6d2c2aecff Implement an OpenGL 2 renderer.
There are two main reasons to desire an OpenGL 2 renderer:
 1. Compatibility. The compatibility profile, ironically, does not
    offer a lot of compatibility, and our OpenGL 1 renderer will not
    run on Android, iOS, or WebGL.
 2. Performance. The immediate mode does not scale, and in fact
    becomes very slow with only a moderate amount of lines on screen,
    and only a somewhat large amount of triangles.

This commit implements a basic OpenGL 2 renderer that uses only
features from the (OpenGL 3.2) core profile. It is not yet faster
than the OpenGL 1 renderer, primarily because it uses a lot of small
draw calls.

This commit uses OpenGL 2 on Linux and Mac OS X directly (i.e. links
to the GL symbols from version 2+); on Windows this is impossible
with the default drivers, so for now OpenGL 1 is still used there.
2016-11-18 04:04:29 +00:00

29 lines
823 B
GLSL

//-----------------------------------------------------------------------------
// SolveSpace Mesh rendering shader
//
// Copyright 2016 Aleksey Egorov
//-----------------------------------------------------------------------------
#version 120
uniform vec3 lightDir0;
uniform vec3 lightDir1;
uniform float lightInt0;
uniform float lightInt1;
uniform float ambient;
varying vec3 fragNormal;
varying vec4 fragColor;
void main() {
vec3 result = fragColor.xyz * ambient;
vec3 normal = normalize(fragNormal);
float light0 = clamp(dot(lightDir0, normal), 0.0, 1.0) * lightInt0 * (1.0 - ambient);
result += fragColor.rgb * light0;
float light1 = clamp(dot(lightDir1, normal), 0.0, 1.0) * lightInt1 * (1.0 - ambient);
result += fragColor.rgb * light1;
gl_FragColor = vec4(result, fragColor.a);
}