diff options
Diffstat (limited to 'data/shaders/bump-poly.frag')
-rw-r--r-- | data/shaders/bump-poly.frag | 33 |
1 files changed, 33 insertions, 0 deletions
diff --git a/data/shaders/bump-poly.frag b/data/shaders/bump-poly.frag new file mode 100644 index 0000000..ffd4c6c --- /dev/null +++ b/data/shaders/bump-poly.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(1.0, 1.0, 1.0, 1.0); + const vec4 MaterialSpecular = vec4(0.2, 0.2, 0.2, 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 = ambient + specular + diffuse; +} |