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-rw-r--r--src/extras/shaders/gl3/gooch.frag64
1 files changed, 64 insertions, 0 deletions
diff --git a/src/extras/shaders/gl3/gooch.frag b/src/extras/shaders/gl3/gooch.frag
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+#version 150 core
+
+// TODO: Replace with a struct
+uniform vec3 kd; // Diffuse reflectivity
+uniform vec3 ks; // Specular reflectivity
+uniform vec3 kblue; // Cool color
+uniform vec3 kyellow; // Warm color
+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 worldPosition;
+in vec3 worldNormal;
+
+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:
+ // http://www.cs.northwestern.edu/~ago820/SIG98/abstract.html
+
+ // Calculate kcool and kwarm from equation (3)
+ vec3 kcool = clamp(kblue + alpha * kd, 0.0, 1.0);
+ vec3 kwarm = clamp(kyellow + beta * kd, 0.0, 1.0);
+
+ 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 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 );
+
+ // 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 );
+
+ // Sum the blended tone and specular highlight
+ result += intensity + ks * specular;
+ }
+
+ return result;
+}
+
+void main()
+{
+ fragColor = vec4( goochModel( worldPosition, normalize( worldNormal ) ), 1.0 );
+}