init commit

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2025-06-11 22:45:11 +08:00
commit 71307f3e53
115 changed files with 13922 additions and 0 deletions
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shader
phong_shader(
point v_position = vector(0,0,0),
vector v_normal = vector(0,1,0),
vector v_toCamera = vector(0,0,0),
vector v_toLight = vector(0,0,0),
output color resultRGB = 0
)
{
vector vL = normalize(v_toLight);
vector vV = normalize(v_toCamera);
vector vN = normalize(v_normal);
vector vR = 2 * dot(vL, vN)*vN - vL;
vector vH = normalize(vL + vV);
color u_ambientColor;
getattribute("env:ambient_color", u_ambientColor);
color u_matColor;
getattribute("self:mat_color", u_matColor);
color u_lightColor;
getattribute("light0:color", u_lightColor);
color colAmbient = u_ambientColor*u_matColor;
float ndotl = max(dot(vN, vL), 0);
color colDiff = ndotl * u_matColor * u_lightColor;
float spec = max(dot(vN, vH), 0);
color colSpec = step(0, ndotl) * pow(spec, 64) * u_matColor * u_lightColor;
color final = colAmbient + colDiff + colSpec;
//gamma
resultRGB = pow(final, vector(1.0/2.2));
}