diff options
Diffstat (limited to 'src/render/shaders/gl3/diffusespecularmap.frag')
-rw-r--r-- | src/render/shaders/gl3/diffusespecularmap.frag | 51 |
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 ); +} |