source: opengl-game/shaders/asteroid.frag@ 7f60b28

feature/imgui-sdl
Last change on this file since 7f60b28 was 6385d0f, checked in by Dmitry Portnoy <dmitry.portnoy@…>, 4 years ago

Change all shaders to have 3-space indentation

  • Property mode set to 100644
File size: 1.8 KB
Line 
1#version 450
2#extension GL_ARB_separate_shader_objects : enable
3
4layout(location = 0) in vec3 position_eye;
5layout(location = 1) in vec3 color;
6layout(location = 2) in vec3 normal_eye;
7layout(location = 3) in vec3 light_position_eye;
8layout(location = 4) in vec3 light2_position_eye;
9
10layout(location = 0) out vec4 frag_color;
11
12// fixed point light properties
13vec3 Ls = vec3(1.0, 1.0, 1.0);
14vec3 Ld = vec3(1.0, 1.0, 1.0);
15vec3 La = vec3(0.2, 0.2, 0.2);
16
17// surface reflectance
18vec3 Ks = vec3(1.0, 1.0, 1.0);
19vec3 Kd = vec3(1.0, 1.5, 1.0);
20vec3 Ka = vec3(0.2, 0.2, 0.2);
21float specular_exponent = 100.0; // specular 'power'
22
23void main() {
24 // ambient intensity
25 vec3 Ia = La * Ka;
26
27 // ambient intensity
28 vec3 Ia2 = La * Ka;
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);
32
33 // diffuse intensity
34 vec3 Id = Ld * color * dot_prod;
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);
38
39 // diffuse intensity
40 vec3 Id2 = Ld * color * dot_prod2;
41
42 vec3 surface_to_viewer_eye = normalize(-position_eye);
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);
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);
51
52 // specular intensity
53 vec3 Is = Ls * Ks * specular_factor;
54 vec3 Is2 = Ls * Ks * specular_factor2;
55
56 frag_color = vec4((Is + Id + Ia + Is2 + Id2 + Ia2)/2, 1.0);
57}
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