#version 330 core in EyeSpaceVertex { vec3 position; vec3 normal; } fs_in; out vec4 fragColor; uniform struct LightInfo { vec4 position; vec3 intensity; } light; uniform struct LineInfo { float width; vec4 color; } line; uniform vec3 ka; // Ambient reflectivity uniform vec3 kd; // Diffuse reflectivity vec3 rimLightModel( const in vec3 pos, const in vec3 n ) { // Calculate the vector from the light to the fragment vec3 s = normalize( vec3( light.position ) - pos ); // Calculate the vector from the fragment to the eye position (the // origin since this is in "eye" or "camera" space vec3 v = normalize( -pos ); // Refleft the light beam using the normal at this fragment vec3 r = reflect( -s, n ); // Calculate the diffuse component, which for rim lighting it 1 minus s dot n // rather than s dot n as for standard diffuse lighting float sDotN = dot( s, n ); vec3 diffuse = vec3( 1.0 - max( sDotN, 0.0 ) ); // Combine the ambient, diffuse and specular contributions return light.intensity * ( ka + kd * diffuse ); } void main() { vec3 n = gl_FrontFacing ? fs_in.normal : -fs_in.normal; vec4 color = vec4( rimLightModel( fs_in.position, normalize( n ) ), 1.0 ); fragColor = color; }