Changeset 6385d0f in opengl-game for shaders/asteroid.frag
- Timestamp:
- Apr 17, 2020, 3:09:05 AM (5 years ago)
- Branches:
- feature/imgui-sdl, master, points-test
- Children:
- 4994692
- Parents:
- a52ba87
- File:
-
- 1 edited
Legend:
- Unmodified
- Added
- Removed
-
shaders/asteroid.frag
ra52ba87 r6385d0f 22 22 23 23 void main() { 24 // ambient intensity25 vec3 Ia = La * Ka;24 // ambient intensity 25 vec3 Ia = La * Ka; 26 26 27 // ambient intensity28 vec3 Ia2 = La * Ka;27 // ambient intensity 28 vec3 Ia2 = La * Ka; 29 29 30 vec3 direction_to_light_eye = normalize(light_position_eye - position_eye);31 float dot_prod = max(dot(direction_to_light_eye, normal_eye), 0.0);30 vec3 direction_to_light_eye = normalize(light_position_eye - position_eye); 31 float dot_prod = max(dot(direction_to_light_eye, normal_eye), 0.0); 32 32 33 // diffuse intensity34 vec3 Id = Ld * color * dot_prod;33 // diffuse intensity 34 vec3 Id = Ld * color * dot_prod; 35 35 36 vec3 direction_to_light2_eye = normalize(light2_position_eye - position_eye);37 float dot_prod2 = max(dot(direction_to_light2_eye, normal_eye), 0.0);36 vec3 direction_to_light2_eye = normalize(light2_position_eye - position_eye); 37 float dot_prod2 = max(dot(direction_to_light2_eye, normal_eye), 0.0); 38 38 39 // diffuse intensity40 vec3 Id2 = Ld * color * dot_prod2;39 // diffuse intensity 40 vec3 Id2 = Ld * color * dot_prod2; 41 41 42 vec3 surface_to_viewer_eye = normalize(-position_eye);42 vec3 surface_to_viewer_eye = normalize(-position_eye); 43 43 44 vec3 reflection_eye = reflect(-direction_to_light_eye, normal_eye);45 float dot_prod_specular = max(dot(reflection_eye, surface_to_viewer_eye), 0.0);46 float specular_factor = pow(dot_prod_specular, specular_exponent);44 vec3 reflection_eye = reflect(-direction_to_light_eye, normal_eye); 45 float dot_prod_specular = max(dot(reflection_eye, surface_to_viewer_eye), 0.0); 46 float specular_factor = pow(dot_prod_specular, specular_exponent); 47 47 48 vec3 reflection_eye2 = reflect(-direction_to_light2_eye, normal_eye);49 float dot_prod_specular2 = max(dot(reflection_eye2, surface_to_viewer_eye), 0.0);50 float specular_factor2 = pow(dot_prod_specular2, specular_exponent);48 vec3 reflection_eye2 = reflect(-direction_to_light2_eye, normal_eye); 49 float dot_prod_specular2 = max(dot(reflection_eye2, surface_to_viewer_eye), 0.0); 50 float specular_factor2 = pow(dot_prod_specular2, specular_exponent); 51 51 52 // specular intensity53 vec3 Is = Ls * Ks * specular_factor;54 vec3 Is2 = Ls * Ks * specular_factor2;52 // specular intensity 53 vec3 Is = Ls * Ks * specular_factor; 54 vec3 Is2 = Ls * Ks * specular_factor2; 55 55 56 frag_color = vec4((Is + Id + Ia + Is2 + Id2 + Ia2)/2, 1.0);56 frag_color = vec4((Is + Id + Ia + Is2 + Id2 + Ia2)/2, 1.0); 57 57 }
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