| 1 | #version 410
|
|---|
| 2 |
|
|---|
| 3 | in vec3 position_eye, normal_eye, color, light_position_eye, light2_position_eye;
|
|---|
| 4 |
|
|---|
| 5 | out vec4 frag_color;
|
|---|
| 6 |
|
|---|
| 7 | // fixed point light properties
|
|---|
| 8 | vec3 Ls = vec3(1.0, 1.0, 1.0); // white specular colour
|
|---|
| 9 | vec3 Ld = vec3(0.7, 0.7, 0.7); // dull white diffuse light colour
|
|---|
| 10 | vec3 La = vec3(0.2, 0.2, 0.2); // grey ambient colour
|
|---|
| 11 |
|
|---|
| 12 | // surface reflectance
|
|---|
| 13 | vec3 Ks = vec3(1.0, 1.0, 1.0); // fully reflect specular light
|
|---|
| 14 | vec3 Kd = vec3(1.0, 0.5, 0.0); // orange diffuse surface reflectance
|
|---|
| 15 | vec3 Ka = vec3(0.2, 0.2, 0.2); // fully reflect ambient light
|
|---|
| 16 | float specular_exponent = 100.0; // specular 'power'
|
|---|
| 17 |
|
|---|
| 18 | void main() {
|
|---|
| 19 | // ambient intensity
|
|---|
| 20 | vec3 Ia = La * Ka;
|
|---|
| 21 |
|
|---|
| 22 | vec3 direction_to_light_eye = normalize(light_position_eye - position_eye);
|
|---|
| 23 | float dot_prod = max(dot(direction_to_light_eye, normal_eye), 0.0);
|
|---|
| 24 |
|
|---|
| 25 | // diffuse intensity
|
|---|
| 26 | vec3 Id = Ld * color * dot_prod;
|
|---|
| 27 |
|
|---|
| 28 | vec3 direction_to_light2_eye = normalize(light2_position_eye - position_eye);
|
|---|
| 29 | float dot_prod2 = max(dot(direction_to_light2_eye, normal_eye), 0.0);
|
|---|
| 30 |
|
|---|
| 31 | // diffuse intensity
|
|---|
| 32 | vec3 Id2 = Ld * color * dot_prod2;
|
|---|
| 33 |
|
|---|
| 34 | vec3 surface_to_viewer_eye = normalize(-position_eye);
|
|---|
| 35 |
|
|---|
| 36 | vec3 reflection_eye = reflect(-direction_to_light_eye, normal_eye);
|
|---|
| 37 | float dot_prod_specular = max(dot(reflection_eye, surface_to_viewer_eye), 0.0);
|
|---|
| 38 | float specular_factor = pow(dot_prod_specular, specular_exponent);
|
|---|
| 39 |
|
|---|
| 40 | vec3 reflection_eye2 = reflect(-direction_to_light2_eye, normal_eye);
|
|---|
| 41 | float dot_prod_specular2 = max(dot(reflection_eye2, surface_to_viewer_eye), 0.0);
|
|---|
| 42 | float specular_factor2 = pow(dot_prod_specular2, specular_exponent);
|
|---|
| 43 |
|
|---|
| 44 | // specular intensity
|
|---|
| 45 | vec3 Is = Ls * Ks * specular_factor;
|
|---|
| 46 | vec3 Is2 = Ls * Ks * specular_factor2;
|
|---|
| 47 |
|
|---|
| 48 | frag_color = vec4(Is + Id + Ia + Is2 + Id2, 1.0);
|
|---|
| 49 | }
|
|---|