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-rw-r--r--src/extras/shaders/es2/gooch.frag56
1 files changed, 56 insertions, 0 deletions
diff --git a/src/extras/shaders/es2/gooch.frag b/src/extras/shaders/es2/gooch.frag
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+++ b/src/extras/shaders/es2/gooch.frag
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+#define FP highp
+
+// TODO: Replace with a struct
+uniform FP vec3 kd; // Diffuse reflectivity
+uniform FP vec3 ks; // Specular reflectivity
+uniform FP vec3 kblue; // Cool color
+uniform FP vec3 kyellow; // Warm color
+uniform FP float alpha; // Fraction of diffuse added to kblue
+uniform FP float beta; // Fraction of diffuse added to kyellow
+uniform FP float shininess; // Specular shininess factor
+
+uniform FP vec3 eyePosition;
+
+varying FP vec3 worldPosition;
+varying FP vec3 worldNormal;
+
+#pragma include light.inc.frag
+
+FP vec3 goochModel( const in FP vec3 pos, const in FP vec3 n )
+{
+ // Based upon the original Gooch lighting model paper at:
+ // http://www.cs.northwestern.edu/~ago820/SIG98/abstract.html
+
+ // Calculate kcool and kwarm from equation (3)
+ FP vec3 kcool = clamp(kblue + alpha * kd, 0.0, 1.0);
+ FP vec3 kwarm = clamp(kyellow + beta * kd, 0.0, 1.0);
+
+ // Calculate the vector from the light to the fragment
+ FP vec3 s = normalize( vec3( lights[0].position ) - pos );
+
+ // Calculate the cos theta factor mapped onto the range [0,1]
+ FP float sDotNFactor = ( 1.0 + dot( s, n ) ) / 2.0;
+
+ // Calculate the tone by blending the kcool and kwarm contributions
+ // as per equation (2)
+ FP vec3 intensity = mix( kcool, kwarm, sDotNFactor );
+
+ // Calculate the vector from the fragment to the eye position
+ FP vec3 v = normalize( eyePosition - pos );
+
+ // Reflect the light beam using the normal at this fragment
+ FP vec3 r = reflect( -s, n );
+
+ // Calculate the specular component
+ FP 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
+ return intensity + ks * specular;
+}
+
+void main()
+{
+ gl_FragColor = vec4( goochModel( worldPosition, normalize( worldNormal ) ), 1.0 );
+}