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author | Fathi Boudra <fathi.boudra@linaro.org> | 2013-03-30 17:38:14 +0200 |
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committer | Fathi Boudra <fathi.boudra@linaro.org> | 2013-03-30 17:38:14 +0200 |
commit | 341f04dca0008c290cf065c4b36348fd80fe9700 (patch) | |
tree | ab372775bee83fd6c6500c75fd066315f725981d /data/shaders/light-advanced.frag |
Imported Upstream version 2012.12HEADupstream/2012.12upstreammaster
Diffstat (limited to 'data/shaders/light-advanced.frag')
-rw-r--r-- | data/shaders/light-advanced.frag | 33 |
1 files changed, 33 insertions, 0 deletions
diff --git a/data/shaders/light-advanced.frag b/data/shaders/light-advanced.frag new file mode 100644 index 0000000..054c7e0 --- /dev/null +++ b/data/shaders/light-advanced.frag @@ -0,0 +1,33 @@ +varying vec3 Normal; + +void main(void) +{ + const vec4 LightSourceAmbient = vec4(0.1, 0.1, 0.1, 1.0); + const vec4 LightSourceDiffuse = vec4(0.8, 0.8, 0.8, 1.0); + const vec4 LightSourceSpecular = vec4(0.8, 0.8, 0.8, 1.0); + const vec4 MaterialAmbient = vec4(1.0, 1.0, 1.0, 1.0); + const vec4 MaterialDiffuse = vec4(0.0, 0.0, 1.0, 1.0); + const vec4 MaterialSpecular = vec4(1.0, 1.0, 1.0, 1.0); + const float MaterialShininess = 100.0; + + vec3 N = normalize(Normal); + + // In the lighting model we are using here (Blinn-Phong with light at + // infinity, viewer at infinity), the light position/direction and the + // half vector is constant for the all the fragments. + vec3 L = normalize(LightSourcePosition.xyz); + vec3 H = normalize(LightSourceHalfVector); + + // Calculate the diffuse color according to Lambertian reflectance + vec4 diffuse = MaterialDiffuse * LightSourceDiffuse * max(dot(N, L), 0.0); + + // Calculate the ambient color + vec4 ambient = MaterialAmbient * LightSourceAmbient; + + // Calculate the specular color according to the Blinn-Phong model + vec4 specular = MaterialSpecular * LightSourceSpecular * + pow(max(dot(N,H), 0.0), MaterialShininess); + + // Calculate the final color + gl_FragColor = vec4((ambient + specular + diffuse).xyz, 1.0); +} |