CS116b/CS216
Chris Pollett
Feb 3, 2014
Which of the following statements is true?
glClearColor(128./255, 200./255, 255./255, 0.); glClearDepth(0.); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_GREATER); glReadBuffer(GL_BACK); //start out using back buffer
#version 330
uniform vec3 uLight;
in vec3 vColor;
in vec3 vNormal;
in vec4 vPosition;
out fragColor;
void main()
{
vec3 toLight = uLight - vec3(vPosition);
vec3 toV = -normalize(vec3(vPosition));
toLight = normalize(toLight);
vec3 h = normalize(toV + toLight);
vec3 normal = normalize(vNormal);
float specular = pow(max(0.0, dot(h, normal)), 64.0);
float diffuse = max(0.0, dot(normal, toLight));
vec3 intensity = vec3(0.1, 0.1, 0.1) + vColor * diffuse
+ vec3(0.6, 0.6, 0.6) *specular;
fragColor = vec4(intensity.x, intensity.y, intensity.z, 1.0);
}
#version 330
uniform mat4 uProjMatrix;
uniform mat4 uModelViewMatrix;
in vec2 aTexCoord;
in vec4 aVertex;
out vec2 vTexCoord;
void main(void)
{
vTexCoord = aTexCoord;
gl_Position = uProjMatrix * uModelViewMatrix * aVertex;
}
#version 330
uniform sampler2d uTexUnit0;
in vec2 vTexCoord;
out fragColor;
void main(void)
{
vec4 texColor0 = texture2D(uTexUnit0, vTexCoord);
fragColor = texColor0;
}