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-rw-r--r--src/render/shaders/gl3/diffusespecularmap.frag51
1 files changed, 51 insertions, 0 deletions
diff --git a/src/render/shaders/gl3/diffusespecularmap.frag b/src/render/shaders/gl3/diffusespecularmap.frag
new file mode 100644
index 000000000..c52977ed1
--- /dev/null
+++ b/src/render/shaders/gl3/diffusespecularmap.frag
@@ -0,0 +1,51 @@
+#version 150 core
+
+// TODO: Replace with a uniform block
+uniform vec4 lightPosition = vec4(1.0, 1.0, 0.0, 1.0);
+uniform vec3 lightIntensity = vec3(1.0, 1.0, 1.0);
+
+// TODO: Replace with a struct
+uniform vec3 ka; // Ambient reflectivity
+uniform float shininess; // Specular shininess factor
+
+uniform sampler2D diffuseTexture;
+uniform sampler2D specularTexture;
+
+in vec3 position;
+in vec3 normal;
+in vec2 texCoord;
+
+out vec4 fragColor;
+
+vec3 adsModel( const in vec3 pos, const in vec3 n )
+{
+ // Calculate the vector from the light to the fragment
+ 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)
+ vec3 v = normalize( -pos );
+
+ // Reflect the light beam using the normal at this fragment
+ vec3 r = reflect( -s, n );
+
+ // Calculate the diffuse component
+ float diffuse = max( dot( s, n ), 0.0 );
+
+ // Calculate the specular component
+ float specular = 0.0;
+ if ( dot( s, n ) > 0.0 )
+ specular = ( shininess / ( 8.0 * 3.14 ) ) * pow( max( dot( r, v ), 0.0 ), shininess );
+
+ // Lookup diffuse and specular factors
+ vec3 diffuseColor = texture( diffuseTexture, texCoord ).rgb;
+ vec3 specularColor = texture( specularTexture, texCoord ).rgb;
+
+ // Combine the ambient, diffuse and specular contributions
+ return lightIntensity * ( ( ka + diffuse ) * diffuseColor + specular * specularColor );
+}
+
+void main()
+{
+ fragColor = vec4( adsModel( position, normalize( normal ) ), 1.0 );
+}