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-rw-r--r--data/shaders/bump-poly.frag33
1 files changed, 33 insertions, 0 deletions
diff --git a/data/shaders/bump-poly.frag b/data/shaders/bump-poly.frag
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+++ b/data/shaders/bump-poly.frag
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+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;
+}