/usr/share/gazebo-9/media/materials/programs/perpixel_fp.glsl is in gazebo9-common 9.0.0+dfsg5-3ubuntu1.
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 | uniform vec4 derived_light_diffuse_color;
uniform vec4 derived_light_specular_color;
uniform float surface_shininess;
uniform vec4 light_position_view_space;
uniform vec4 light_direction_view_space;
uniform vec4 light_attenuation;
uniform vec4 spotlight_params;
varying vec3 vertex_world_view_pos;
varying vec3 vertex_world_norm;
void main()
{
vec4 color = gl_FrontMaterial.emission;
// Normalized fragment normal
vec3 norm = normalize(vertex_world_norm);
// Direction from the fragment to the light
vec3 light_dir_view = light_position_view_space.xyz -
vertex_world_view_pos.xyz * light_position_view_space.w;
// light_position_view_space.w == 0 for directional lights
float light_dist = length(light_dir_view);
light_dir_view = normalize(light_dir_view);
float lambert_term = max( dot(norm, light_dir_view), 0.0 );
if (lambert_term > 0.0)
{
vec3 view = -normalize(vertex_world_view_pos.xyz);
vec3 halfway = normalize( view + light_dir_view );
float nDotH = dot(norm, halfway);
// Light attenuation
float atten = 1.0 / (light_attenuation.y +
light_attenuation.z*light_dist +
light_attenuation.w*light_dist*light_dist);
// Modify attenuation for spot lights
if (!(spotlight_params.x == 1.0 && spotlight_params.y == 0.0 &&
spotlight_params.z == 0.0 && spotlight_params.w == 1.0))
{
float rho = dot(-light_direction_view_space.xyz, light_dir_view);
float fSpotE = clamp((rho - spotlight_params.y) /
(spotlight_params.x - spotlight_params.y),0.0,1.0);
atten *= pow(fSpotE, spotlight_params.z);
}
// Add diffuse component
color += derived_light_diffuse_color * lambert_term * atten;
// Add specular component
color += derived_light_specular_color *
pow(clamp(nDotH, 0.0, 1.0), surface_shininess) * atten;
}
gl_FragColor = color;
}
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