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authorLaszlo Agocs <laszlo.agocs@theqtcompany.com>2015-12-01 14:55:07 +0100
committerLaszlo Agocs <laszlo.agocs@theqtcompany.com>2015-12-02 11:32:04 +0000
commit271f58aabed6b2ab5f934de53153db9c3d7f5e9f (patch)
tree0018b8b71591636e7e26c09f9232f27c8c0117d1 /src/render/shaders/gl3
parentb8d1f11ce3b9325c592f028aefdc05101eb49c8b (diff)
Migrate GoochMaterial to be light-aware
On the ES2 path only the first light is taken into account for now. Change-Id: Ia8974bedddaa43539563149e718284076a519b5e Reviewed-by: Kevin Ottens <kevin.ottens@kdab.com>
Diffstat (limited to 'src/render/shaders/gl3')
-rw-r--r--src/render/shaders/gl3/gooch.frag49
1 files changed, 27 insertions, 22 deletions
diff --git a/src/render/shaders/gl3/gooch.frag b/src/render/shaders/gl3/gooch.frag
index 3e141e991..14c4c714a 100644
--- a/src/render/shaders/gl3/gooch.frag
+++ b/src/render/shaders/gl3/gooch.frag
@@ -1,9 +1,5 @@
#version 150 core
-// TODO: Replace with a uniform block
-uniform vec4 lightPosition;
-uniform vec3 lightIntensity;
-
// TODO: Replace with a struct
uniform vec3 kd; // Diffuse reflectivity
uniform vec3 ks; // Specular reflectivity
@@ -13,11 +9,15 @@ uniform float alpha; // Fraction of diffuse added to kblue
uniform float beta; // Fraction of diffuse added to kyellow
uniform float shininess; // Specular shininess factor
+uniform vec3 eyePosition;
+
in vec3 position;
in vec3 normal;
out vec4 fragColor;
+#pragma include light.inc.frag
+
vec3 goochModel( const in vec3 pos, const in vec3 n )
{
// Based upon the original Gooch lighting model paper at:
@@ -27,30 +27,35 @@ vec3 goochModel( const in vec3 pos, const in vec3 n )
vec3 kcool = clamp(kblue + alpha * kd, 0.0, 1.0);
vec3 kwarm = clamp(kyellow + beta * kd, 0.0, 1.0);
- // Calculate the vector from the light to the fragment
- vec3 s = normalize( vec3( lightPosition ) - pos );
+ vec3 result = vec3(0.0);
+ int i;
+ for (i = 0; i < lightCount; ++i) {
+ // Calculate the vector from the light to the fragment
+ vec3 s = normalize( vec3( lights[i].position ) - pos );
+
+ // Calculate the cos theta factor mapped onto the range [0,1]
+ float sDotNFactor = ( 1.0 + dot( s, n ) ) / 2.0;
- // Calculate the cos theta factor mapped onto the range [0,1]
- float sDotNFactor = ( 1.0 + dot( s, n ) ) / 2.0;
+ // Calculate the tone by blending the kcool and kwarm contributions
+ // as per equation (2)
+ vec3 intensity = mix( kcool, kwarm, sDotNFactor );
- // Calculate the tone by blending the kcool and kwarm contributions
- // as per equation (2)
- vec3 intensity = mix( kcool, kwarm, sDotNFactor );
+ // Calculate the vector from the fragment to the eye position
+ vec3 v = normalize( eyePosition - pos );
- // Calculate the vector from the fragment to the eye position
- // (origin since this is in "eye" or "camera" space)
- vec3 v = normalize( -pos );
+ // Reflect the light beam using the normal at this fragment
+ vec3 r = reflect( -s, n );
- // Reflect the light beam using the normal at this fragment
- vec3 r = reflect( -s, n );
+ // Calculate the specular component
+ float specular = 0.0;
+ if ( dot( s, n ) > 0.0 )
+ specular = pow( max( dot( r, v ), 0.0 ), shininess );
- // Calculate the specular component
- float specular = 0.0;
- if ( dot( s, n ) > 0.0 )
- specular = pow( max( dot( r, v ), 0.0 ), shininess );
+ // Sum the blended tone and specular highlight
+ result += intensity + ks * specular;
+ }
- // Sum the blended tone and specular highlight
- return intensity + ks * specular;
+ return result;
}
void main()