#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 ); }