webengine/osswebengine/WebCore/platform/graphics/svg/filters/cg/WKSpecularLightingFilter.cikernel
changeset 0 dd21522fd290
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/webengine/osswebengine/WebCore/platform/graphics/svg/filters/cg/WKSpecularLightingFilter.cikernel	Mon Mar 30 12:54:55 2009 +0300
@@ -0,0 +1,40 @@
+/*
+ * Copyright (C) 2005 Oliver Hunt <ojh16@student.canterbury.ac.nz>.  All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions
+ * are met:
+ * 1. Redistributions of source code must retain the above copyright
+ *    notice, this list of conditions and the following disclaimer.
+ * 2. Redistributions in binary form must reproduce the above copyright
+ *    notice, this list of conditions and the following disclaimer in the
+ *    documentation and/or other materials provided with the distribution.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+ * PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE AUTHOR OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
+ * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 
+ */
+ 
+kernel vec4 basic(sampler inputNormalVectors, sampler inputLightVectors, __color inputLightingColor, float inputSurfaceScale, float inputSpecularConstant,
+        float inputSpecularExponent, float inputKernelUnitLengthX, float inputKernelUnitLengthY)
+{
+    vec2 pos = samplerCoord(inputLightVectors);
+    vec2 posn = samplerCoord(inputNormalVectors);
+    vec3 l = sample(inputLightVectors, pos).xyz;
+    vec3 n = sample(inputNormalVectors, posn).xyz;
+    vec3 h = l+vec3(0.0, 0.0, 1.0);
+    h = normalize(h);
+    float nh = inputSpecularConstant*pow((dot(n, h)), inputSpecularExponent);
+    vec4 res = inputLightingColor * nh;
+    res.a = max(res.r, res.g);
+    res.a = max(res.a, res.b);
+    return res;
+}