| 1 | #version 450
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| 2 | #extension GL_ARB_separate_shader_objects : enable
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| 3 |
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| 4 | layout(location = 0) in vec3 position_eye;
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| 5 | layout(location = 1) in vec3 color;
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| 6 | layout(location = 2) in vec3 normal_eye;
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| 7 | layout(location = 3) in vec3 light_position_eye;
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| 8 | layout(location = 4) in vec3 light2_position_eye;
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| 9 |
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| 10 | layout(location = 0) out vec4 frag_color;
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| 11 |
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| 12 | // fixed point light properties
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| 13 | vec3 Ls = vec3(1.0, 1.0, 1.0);
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| 14 | vec3 Ld = vec3(0.7, 0.7, 0.7);
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| 15 | vec3 La = vec3(0.2, 0.2, 0.2);
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| 16 |
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| 17 | // reflectance of the object surface
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| 18 | // TODO: Eventually, I might want to move these properties into an ssbo so they differ per object
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| 19 | vec3 Ks = vec3(1.0, 1.0, 1.0);
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| 20 | vec3 Kd = color;
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| 21 | vec3 Ka = vec3(0.2, 0.2, 0.2);
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| 22 | float specular_exponent = 100.0; // specular 'power'
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| 23 |
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| 24 | void main() {
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| 25 | // ambient intensity
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| 26 | vec3 Ia = La * Ka;
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| 27 |
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| 28 | // ambient intensity
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| 29 | vec3 Ia2 = La * Ka;
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| 30 |
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| 31 | vec3 direction_to_light_eye = normalize(light_position_eye - position_eye);
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| 32 | float dot_prod = max(dot(direction_to_light_eye, normal_eye), 0.0);
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| 33 |
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| 34 | // diffuse intensity
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| 35 | vec3 Id = Ld * Kd * dot_prod;
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| 36 |
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| 37 | vec3 direction_to_light2_eye = normalize(light2_position_eye - position_eye);
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| 38 | float dot_prod2 = max(dot(direction_to_light2_eye, normal_eye), 0.0);
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| 39 |
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| 40 | // diffuse intensity
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| 41 | vec3 Id2 = Ld * Kd * dot_prod2;
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| 42 |
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| 43 | vec3 surface_to_viewer_eye = normalize(-position_eye);
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| 44 |
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| 45 | vec3 reflection_eye = reflect(-direction_to_light_eye, normal_eye);
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| 46 | float dot_prod_specular = max(dot(reflection_eye, surface_to_viewer_eye), 0.0);
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| 47 | float specular_factor = pow(dot_prod_specular, specular_exponent);
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| 48 |
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| 49 | // specular intensity
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| 50 | vec3 Is = Ls * Ks * specular_factor;
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| 51 |
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| 52 | vec3 reflection_eye2 = reflect(-direction_to_light2_eye, normal_eye);
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| 53 | float dot_prod_specular2 = max(dot(reflection_eye2, surface_to_viewer_eye), 0.0);
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| 54 | float specular_factor2 = pow(dot_prod_specular2, specular_exponent);
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| 55 |
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| 56 | // specular intensity
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| 57 | vec3 Is2 = Ls * Ks * specular_factor2;
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| 58 |
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| 59 | frag_color = vec4((Is + Id + Ia + Is2 + Id2 + Ia2) / 2.0, 1.0);
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| 60 | }
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