| 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 |
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| 9 | layout(location = 0) out vec4 outColor;
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| 10 |
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| 11 | // fixed point light properties
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| 12 | vec3 Ls = vec3(1.0, 1.0, 1.0);
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| 13 | vec3 Ld = vec3(0.7, 0.7, 0.7);
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| 14 | vec3 La = vec3(0.2, 0.2, 0.2);
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| 15 |
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| 16 | // reflectance of the object surface
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| 17 | // TODO: Eventually, I might want to move these properties into an ssbo so they differ per object
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| 18 | vec3 Ks = vec3(1.0, 1.0, 1.0);
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| 19 | vec3 Kd = color;
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| 20 | vec3 Ka = vec3(0.2, 0.2, 0.2);
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| 21 | float specular_exponent = 100.0; // specular 'power'
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| 22 |
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| 23 | void main() {
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| 24 | // ambient intensity
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| 25 | vec3 Ia = La * Ka;
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| 26 |
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| 27 | // ambient intensity
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| 28 | vec3 Ia2 = La * Ka;
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| 29 |
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| 30 | vec3 direction_to_light_eye = normalize(light_position_eye - position_eye);
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| 31 | float dot_prod = max(dot(direction_to_light_eye, normal_eye), 0.0);
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| 32 |
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| 33 | // diffuse intensity
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| 34 | vec3 Id = Ld * Kd * dot_prod;
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| 35 |
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| 36 | vec3 surface_to_viewer_eye = normalize(-position_eye);
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| 37 |
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| 38 | vec3 reflection_eye = reflect(-direction_to_light_eye, normal_eye);
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| 39 | float dot_prod_specular = max(dot(reflection_eye, surface_to_viewer_eye), 0.0);
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| 40 | float specular_factor = pow(dot_prod_specular, specular_exponent);
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| 41 |
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| 42 | // specular intensity
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| 43 | vec3 Is = Ls * Ks * specular_factor;
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| 44 |
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| 45 | outColor = vec4(Is + Id + Ia, 1.0);
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| 46 | }
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