Skip to main content
  • Home
  • Development
  • Documentation
  • Donate
  • Operational login
  • Browse the archive

swh logo
SoftwareHeritage
Software
Heritage
Archive
Features
  • Search

  • Downloads

  • Save code now

  • Add forge now

  • Help

  • c267948
  • /
  • glvu
  • /
  • shader
  • /
  • dpPointSet.fs
Raw File Download

To reference or cite the objects present in the Software Heritage archive, permalinks based on SoftWare Hash IDentifiers (SWHIDs) must be used.
Select below a type of object currently browsed in order to display its associated SWHID and permalink.

  • content
  • directory
content badge
swh:1:cnt:fd4dfea2386f433fe54388c65ec52d33d66c1974
directory badge
swh:1:dir:1a03f71d0563c2ec923564ee7b73162a114dbae1

This interface enables to generate software citations, provided that the root directory of browsed objects contains a citation.cff or codemeta.json file.
Select below a type of object currently browsed in order to generate citations for them.

  • content
  • directory
Generate software citation in BibTex format (requires biblatex-software package)
Generating citation ...
Generate software citation in BibTex format (requires biblatex-software package)
Generating citation ...
dpPointSet.fs
#version 330
layout (location = 0) out float oDepth;
layout (location = 1) out vec4 oColor;		

uniform vec4 color;
uniform vec3 Ambient;
uniform vec3 LightColor;
uniform vec3 LightDirection;
uniform vec3 halfVector;
uniform float shininess;
uniform float strength;

void main()
{  
	if (length(gl_PointCoord - vec2(0.5, 0.5)) > 0.5) {
        discard;
    }  
	vec2 xy = (gl_PointCoord - vec2(0.5, 0.5))/0.5;
	float z = sqrt(1 - length(xy)*length(xy));
	vec3 normal = vec3(xy, z);
	
	float diffuse = max(0.0,dot(normal, LightDirection));
	float specular = max(0.0,dot(normal, normalize(halfVector)));
	if (diffuse == 0.0)
	{
		specular = 0.0;
	}
	else
	{
		specular = pow(specular, shininess);
	}

	vec3 ambientLight = Ambient;
	vec3 diffuseLight = LightColor * diffuse;
	vec3 specularLight = LightColor * specular * strength;
	
	oDepth = 1.0;
	oColor = color * vec4((ambientLight + (diffuseLight + specularLight)),1.0);

}

back to top

Software Heritage — Copyright (C) 2015–2026, The Software Heritage developers. License: GNU AGPLv3+.
The source code of Software Heritage itself is available on our development forge.
The source code files archived by Software Heritage are available under their own copyright and licenses.
Terms of use: Archive access, API— Content policy— Contact— JavaScript license information— Web API