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-rw-r--r--src/render/shaders/es2/phongalpha.frag43
1 files changed, 43 insertions, 0 deletions
diff --git a/src/render/shaders/es2/phongalpha.frag b/src/render/shaders/es2/phongalpha.frag
new file mode 100644
index 000000000..6f1d4e051
--- /dev/null
+++ b/src/render/shaders/es2/phongalpha.frag
@@ -0,0 +1,43 @@
+#define FP highp
+
+uniform FP vec4 lightPosition;
+uniform FP vec3 lightIntensity;
+
+// TODO: Replace with a struct
+uniform FP vec3 ka; // Ambient reflectivity
+uniform FP vec3 kd; // Diffuse reflectivity
+uniform FP vec3 ks; // Specular reflectivity
+uniform FP float shininess; // Specular shininess factor
+uniform FP float alpha;
+
+varying FP vec3 position;
+varying FP vec3 normal;
+
+FP vec3 adsModel( const FP vec3 pos, const FP vec3 n )
+{
+ // Calculate the vector from the light to the fragment
+ FP vec3 s = normalize( vec3( lightPosition ) - pos );
+
+ // Calculate the vector from the fragment to the eye position
+ // (origin since this is in "eye" or "camera" space)
+ FP vec3 v = normalize( -pos );
+
+ // Reflect the light beam using the normal at this fragment
+ FP vec3 r = reflect( -s, n );
+
+ // Calculate the diffuse component
+ FP float diffuse = max( dot( s, n ), 0.0 );
+
+ // Calculate the specular component
+ FP float specular = 0.0;
+ if ( dot( s, n ) > 0.0 )
+ specular = pow( max( dot( r, v ), 0.0 ), shininess );
+
+ // Combine the ambient, diffuse and specular contributions
+ return lightIntensity * ( ka + kd * diffuse + ks * specular );
+}
+
+void main()
+{
+ gl_FragColor = vec4( adsModel( position, normalize( normal ) ), alpha );
+}