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