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-rw-r--r--data/shaders/ideas-logo.frag35
1 files changed, 35 insertions, 0 deletions
diff --git a/data/shaders/ideas-logo.frag b/data/shaders/ideas-logo.frag
new file mode 100644
index 0000000..61b1d4f
--- /dev/null
+++ b/data/shaders/ideas-logo.frag
@@ -0,0 +1,35 @@
+uniform vec4 light0Position;
+varying vec3 vertex_normal;
+varying vec4 vertex_position;
+varying vec3 eye_direction;
+
+vec3 unitvec(vec4 v1, vec4 v2)
+{
+ if (v1.w == 0.0 && v2.w == 0.0)
+ return vec3(v2 - v1);
+ if (v1.w == 0.0)
+ return vec3(-v1);
+ if (v2.w == 0.0)
+ return vec3(v2);
+ return v2.xyz/v2.w - v1.xyz/v1.w;
+}
+
+void main()
+{
+ vec4 lightAmbient = vec4(0.0, 0.0, 0.0, 1.0);
+ vec4 lightDiffuse = vec4(1.0, 1.0, 1.0, 1.0);
+ vec4 lightSpecular = vec4(1.0, 1.0, 1.0, 1.0);
+ vec4 matAmbient = vec4(0.1, 0.1, 0.1, 1.0);
+ vec4 matDiffuse = vec4(0.5, 0.4, 0.7, 1.0);
+ vec4 matSpecular = vec4(1.0, 1.0, 1.0, 1.0);
+ float matShininess = 30.0;
+ vec3 light_direction = normalize(unitvec(vertex_position, light0Position));
+ vec3 normalized_normal = normalize(vertex_normal);
+ vec3 reflection = reflect(-light_direction, normalized_normal);
+ float specularTerm = pow(max(0.0, dot(reflection, eye_direction)), matShininess);
+ float diffuseTerm = max(0.0, dot(normalized_normal, light_direction));
+ vec4 specular = (lightSpecular * matSpecular);
+ vec4 ambient = (lightAmbient * matAmbient);
+ vec4 diffuse = (lightDiffuse * matDiffuse);
+ gl_FragColor = (specular * specularTerm) + ambient + (diffuse * diffuseTerm);
+}