Changeset 8e02b6b in opengl-game for shaders/ship.frag
- Timestamp:
- Nov 22, 2019, 6:27:13 PM (5 years ago)
- Branches:
- feature/imgui-sdl, master, points-test
- Children:
- f97c5e7
- Parents:
- 683dd55
- git-author:
- Dmitry Portnoy <dmitry.portnoy@…> (11/22/19 18:26:59)
- git-committer:
- Dmitry Portnoy <dmitry.portnoy@…> (11/22/19 18:27:13)
- File:
-
- 1 edited
Legend:
- Unmodified
- Added
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shaders/ship.frag
r683dd55 r8e02b6b 8 8 layout(location = 0) out vec4 outColor; 9 9 10 /*11 10 // fixed point light properties 12 11 vec3 Ls = vec3(1.0, 1.0, 1.0); … … 19 18 vec3 Ka = vec3(0.2, 0.2, 0.2); 20 19 float specular_exponent = 100.0; // specular 'power' 21 */22 20 23 21 void main() { 24 /* 25 // ambient intensity 26 vec3 Ia = La * Ka; 22 // ambient intensity 23 vec3 Ia = La * Ka; 27 24 28 // ambient intensity29 vec3 Ia2 = La * Ka;25 // ambient intensity 26 vec3 Ia2 = La * Ka; 30 27 31 vec3 direction_to_light_eye = normalize(light_position_eye - position_eye);32 float dot_prod = max(dot(direction_to_light_eye, normal_eye), 0.0);28 //vec3 direction_to_light_eye = normalize(light_position_eye - position_eye); 29 //float dot_prod = max(dot(direction_to_light_eye, normal_eye), 0.0); 33 30 34 // diffuse intensity35 vec3 Id = Ld * color * dot_prod;31 // diffuse intensity 32 //vec3 Id = Ld * color * dot_prod; 36 33 37 vec3 direction_to_light2_eye = normalize(light2_position_eye - position_eye);38 float dot_prod2 = max(dot(direction_to_light2_eye, normal_eye), 0.0);34 //vec3 direction_to_light2_eye = normalize(light2_position_eye - position_eye); 35 //float dot_prod2 = max(dot(direction_to_light2_eye, normal_eye), 0.0); 39 36 40 // diffuse intensity41 vec3 Id2 = Ld * color * dot_prod2;37 // diffuse intensity 38 //vec3 Id2 = Ld * color * dot_prod2; 42 39 43 vec3 surface_to_viewer_eye = normalize(-position_eye);40 //vec3 surface_to_viewer_eye = normalize(-position_eye); 44 41 45 vec3 reflection_eye = reflect(-direction_to_light_eye, normal_eye);46 float dot_prod_specular = max(dot(reflection_eye, surface_to_viewer_eye), 0.0);47 float specular_factor = pow(dot_prod_specular, specular_exponent);42 //vec3 reflection_eye = reflect(-direction_to_light_eye, normal_eye); 43 //float dot_prod_specular = max(dot(reflection_eye, surface_to_viewer_eye), 0.0); 44 //float specular_factor = pow(dot_prod_specular, specular_exponent); 48 45 49 vec3 reflection_eye2 = reflect(-direction_to_light2_eye, normal_eye);50 float dot_prod_specular2 = max(dot(reflection_eye2, surface_to_viewer_eye), 0.0);51 float specular_factor2 = pow(dot_prod_specular2, specular_exponent);46 //vec3 reflection_eye2 = reflect(-direction_to_light2_eye, normal_eye); 47 //float dot_prod_specular2 = max(dot(reflection_eye2, surface_to_viewer_eye), 0.0); 48 //float specular_factor2 = pow(dot_prod_specular2, specular_exponent); 52 49 53 // specular intensity54 vec3 Is = Ls * Ks * specular_factor;55 vec3 Is2 = Ls * Ks * specular_factor2;50 // specular intensity 51 //vec3 Is = Ls * Ks * specular_factor; 52 //vec3 Is2 = Ls * Ks * specular_factor2; 56 53 57 outColor = vec4((Is + Id + Ia + Is2 + Id2 + Ia2)/2, 1.0); 58 */ 59 outColor = vec4(color, 1.0); 54 //frag_color = vec4((Is + Id + Ia + Is2 + Id2 + Ia2)/2, 1.0); 55 outColor = vec4(color, 1.0); 60 56 }
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