source: opengl-game/shaders/ship.frag@ cf727ca

feature/imgui-sdl points-test
Last change on this file since cf727ca was e1308e8, checked in by Dmitry Portnoy <dmp1488@…>, 5 years ago

In VulkanGame, add normals to the ship pipeline and get lighting to work

  • Property mode set to 100644
File size: 1.3 KB
RevLine 
[1908591]1#version 450
2#extension GL_ARB_separate_shader_objects : enable
3
4layout(location = 0) in vec3 position_eye;
5layout(location = 1) in vec3 color;
[e1308e8]6layout(location = 2) in vec3 normal_eye;
7layout(location = 3) in vec3 light_position_eye;
[1908591]8
9layout(location = 0) out vec4 outColor;
10
11// fixed point light properties
12vec3 Ls = vec3(1.0, 1.0, 1.0);
[e1308e8]13vec3 Ld = vec3(0.7, 0.7, 0.7);
[1908591]14vec3 La = vec3(0.2, 0.2, 0.2);
15
[e1308e8]16// reflectance of the object surface
[1908591]17vec3 Ks = vec3(1.0, 1.0, 1.0);
[e1308e8]18vec3 Kd = vec3(1.0, 0.5, 0.0);
[1908591]19vec3 Ka = vec3(0.2, 0.2, 0.2);
20float specular_exponent = 100.0; // specular 'power'
21
22void main() {
[8e02b6b]23 // ambient intensity
24 vec3 Ia = La * Ka;
[1908591]25
[8e02b6b]26 // ambient intensity
27 vec3 Ia2 = La * Ka;
[1908591]28
[aa00bf2]29 vec3 direction_to_light_eye = normalize(light_position_eye - position_eye);
[e1308e8]30 float dot_prod = max(dot(direction_to_light_eye, normal_eye), 0.0);
[1908591]31
[8e02b6b]32 // diffuse intensity
[e1308e8]33 vec3 Id = Ld * color * dot_prod;
34 //vec3 Id = Ld * Kd * dot_prod;
[1908591]35
[e1308e8]36 vec3 surface_to_viewer_eye = normalize(-position_eye);
[1908591]37
[e1308e8]38 vec3 reflection_eye = reflect(-direction_to_light_eye, normal_eye);
39 float dot_prod_specular = max(dot(reflection_eye, surface_to_viewer_eye), 0.0);
40 float specular_factor = pow(dot_prod_specular, specular_exponent);
[1908591]41
[8e02b6b]42 // specular intensity
[e1308e8]43 vec3 Is = Ls * Ks * specular_factor;
[1908591]44
[e1308e8]45 outColor = vec4(Is + Id + Ia, 1.0);
[1908591]46}
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