1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
|
#version 150 core
in vec3 lightDir;
in vec3 viewDir;
in vec2 texCoord;
uniform sampler2D diffuseTexture;
uniform sampler2D normalTexture;
// TODO: Replace with a uniform block
uniform vec4 lightPosition;
uniform vec3 lightIntensity;
// TODO: Replace with a struct
uniform vec3 ka; // Ambient reflectivity
uniform vec3 ks; // Specular reflectivity
uniform float shininess; // Specular shininess factor
out vec4 fragColor;
void adsModel( const in vec3 norm, const in vec3 diffuseReflect, out vec3 ambientAndDiff, out vec3 spec )
{
// 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
ambientAndDiff = ambient + diffuse;
// Calculate the specular highlight contribution
spec = vec3( 0.0 );
if ( sDotN > 0.0 )
spec = lightIntensity * ks * pow( max( dot( r, viewDir ), 0.0 ), shininess );
}
void main()
{
// Sample the textures at the interpolated texCoords
vec4 diffuseTextureColor = texture( diffuseTexture, texCoord );
vec4 normal = 2.0 * texture( normalTexture, texCoord ) - vec4( 1.0 );
// Calculate the lighting model, keeping the specular component separate
vec3 ambientAndDiff, spec;
adsModel( normalize( normal.xyz ), diffuseTextureColor.xyz, ambientAndDiff, spec );
// Combine spec with ambient+diffuse for final fragment color
fragColor = vec4( ambientAndDiff + spec, 1.0 );
}
|