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#version 120
varying vec3 lightDir;
varying vec3 viewDir;
varying vec2 texCoord;
uniform sampler2D diffuseTexture;
uniform sampler2D specularTexture;
uniform sampler2D normalTexture;
// TODO: Replace with a uniform block
uniform vec4 lightPosition = vec4(0.0, 0.0, 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
vec3 adsModel( const vec3 norm, const vec3 diffuseReflect, const vec3 specular )
{
// Reflection of light direction about normal
vec3 r = reflect( -lightDir, norm );
// Calculate the ambient contribution
vec3 ambient = lightIntensity * ka;
// Calculate the diffuse contribution
float sDotN = max( dot( lightDir, norm ), 0.0 );
vec3 diffuse = lightIntensity * diffuseReflect * sDotN;
// Sum the ambient and diffuse contributions
vec3 ambientAndDiff = ambient + diffuse;
// Calculate the specular highlight contribution
vec3 spec = vec3( 0.0 );
if ( sDotN > 0.0 )
spec = lightIntensity * ( shininess / ( 8.0 * 3.14 ) ) * pow( max( dot( r, viewDir ), 0.0 ), shininess );
return (ambientAndDiff + spec * specular.rgb);
}
void main()
{
// Sample the textures at the interpolated texCoords
vec4 diffuseTextureColor = texture2D( diffuseTexture, texCoord );
vec4 specularTextureColor = texture2D( specularTexture, texCoord );
vec4 normal = 2.0 * texture2D( normalTexture, texCoord ) - vec4( 1.0 );
// Calculate the lighting model
gl_FragColor = vec4( adsModel( normalize( normal.xyz ), diffuseTextureColor.xyz, specularTextureColor.xyz ), 1.0 );
}
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