[1908591] | 1 | #version 450
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| 2 | #extension GL_ARB_separate_shader_objects : enable
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| 3 |
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| 4 | layout(location = 0) in vec3 position_eye;
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| 5 | layout(location = 1) in vec3 color;
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[8d92284] | 6 | layout(location = 2) in vec2 fragTexCoord;
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| 7 | layout(location = 3) in vec3 normal_eye;
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| 8 | layout(location = 4) in vec3 light_position_eye;
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| 9 | layout(location = 5) in vec3 light2_position_eye;
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[1908591] | 10 |
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[60578ce] | 11 | layout(location = 0) out vec4 frag_color;
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[1908591] | 12 |
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| 13 | // fixed point light properties
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| 14 | vec3 Ls = vec3(1.0, 1.0, 1.0);
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[e1308e8] | 15 | vec3 Ld = vec3(0.7, 0.7, 0.7);
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[1908591] | 16 | vec3 La = vec3(0.2, 0.2, 0.2);
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| 17 |
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[e1308e8] | 18 | // reflectance of the object surface
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[7c929fc] | 19 | // TODO: Eventually, I might want to move these properties into an ssbo so they differ per object
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[1908591] | 20 | vec3 Ks = vec3(1.0, 1.0, 1.0);
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[7c929fc] | 21 | vec3 Kd = color;
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[1908591] | 22 | vec3 Ka = vec3(0.2, 0.2, 0.2);
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| 23 | float specular_exponent = 100.0; // specular 'power'
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| 24 |
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| 25 | void main() {
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[8e02b6b] | 26 | // ambient intensity
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| 27 | vec3 Ia = La * Ka;
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[1908591] | 28 |
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[8e02b6b] | 29 | // ambient intensity
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| 30 | vec3 Ia2 = La * Ka;
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[1908591] | 31 |
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[aa00bf2] | 32 | vec3 direction_to_light_eye = normalize(light_position_eye - position_eye);
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[e1308e8] | 33 | float dot_prod = max(dot(direction_to_light_eye, normal_eye), 0.0);
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[1908591] | 34 |
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[8e02b6b] | 35 | // diffuse intensity
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[7c929fc] | 36 | vec3 Id = Ld * Kd * dot_prod;
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[1908591] | 37 |
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[6385d0f] | 38 | vec3 direction_to_light2_eye = normalize(light2_position_eye - position_eye);
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| 39 | float dot_prod2 = max(dot(direction_to_light2_eye, normal_eye), 0.0);
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[60578ce] | 40 |
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[6385d0f] | 41 | // diffuse intensity
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| 42 | vec3 Id2 = Ld * Kd * dot_prod2;
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[60578ce] | 43 |
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[e1308e8] | 44 | vec3 surface_to_viewer_eye = normalize(-position_eye);
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[1908591] | 45 |
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[e1308e8] | 46 | vec3 reflection_eye = reflect(-direction_to_light_eye, normal_eye);
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| 47 | float dot_prod_specular = max(dot(reflection_eye, surface_to_viewer_eye), 0.0);
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| 48 | float specular_factor = pow(dot_prod_specular, specular_exponent);
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[1908591] | 49 |
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[8e02b6b] | 50 | // specular intensity
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[e1308e8] | 51 | vec3 Is = Ls * Ks * specular_factor;
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[1908591] | 52 |
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[60578ce] | 53 | vec3 reflection_eye2 = reflect(-direction_to_light2_eye, normal_eye);
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| 54 | float dot_prod_specular2 = max(dot(reflection_eye2, surface_to_viewer_eye), 0.0);
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| 55 | float specular_factor2 = pow(dot_prod_specular2, specular_exponent);
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| 56 |
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| 57 | // specular intensity
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[8d92284] | 58 | vec3 Is2 = Ls * Ks * specular_factor2 + vec3(fragTexCoord, 0.0) - vec3(fragTexCoord, 0.0);
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[60578ce] | 59 |
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[22217d4] | 60 | frag_color = vec4((Is + Id + Ia + Is2 + Id2 + Ia2) / 2.0, 1.0);
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[1908591] | 61 | }
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