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#version 150 core
in vec3 worldPosition;
in vec2 texCoord;
in mat3 tangentMatrix;
out vec4 fragColor;
uniform sampler2D diffuseTexture;
uniform sampler2D specularTexture;
uniform sampler2D normalTexture;
uniform vec3 ka; // Ambient reflectivity
uniform float shininess; // Specular shininess factor
uniform vec3 eyePosition;
#pragma include light.inc.frag
void main()
{
// Sample the textures at the interpolated texCoords
vec4 diffuseTextureColor = texture( diffuseTexture, texCoord );
vec4 specularTextureColor = texture( specularTexture, texCoord );
vec3 normal = 2.0 * texture( normalTexture, texCoord ).rgb - vec3( 1.0 );
// Calculate the lighting model, keeping the specular component separate
vec3 diffuseColor, specularColor;
adsModelNormalMapped(worldPosition, normal, eyePosition,
shininess, tangentMatrix,
diffuseColor, specularColor);
// Combine spec with ambient+diffuse for final fragment color
fragColor = vec4((ka + diffuseColor) * diffuseTextureColor.rgb
+ specularColor * specularTextureColor.rgb, 1.0);
}
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