source: opengl-game/shaders/ship.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: 1.9 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(0.7, 0.7, 0.7);
15vec3 La = vec3(0.2, 0.2, 0.2);
16
17// reflectance of the object surface
18// TODO: Eventually, I might want to move these properties into an ssbo so they differ per object
19vec3 Ks = vec3(1.0, 1.0, 1.0);
20vec3 Kd = color;
21vec3 Ka = vec3(0.2, 0.2, 0.2);
22float specular_exponent = 100.0; // specular 'power'
23
24void main() {
25 // ambient intensity
26 vec3 Ia = La * Ka;
27
28 // ambient intensity
29 vec3 Ia2 = La * Ka;
30
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);
33
34 // diffuse intensity
35 vec3 Id = Ld * Kd * dot_prod;
36
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);
39
40 // diffuse intensity
41 vec3 Id2 = Ld * Kd * dot_prod2;
42
43 vec3 surface_to_viewer_eye = normalize(-position_eye);
44
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);
48
49 // specular intensity
50 vec3 Is = Ls * Ks * specular_factor;
51
52 vec3 reflection_eye2 = reflect(-direction_to_light2_eye, normal_eye);
53 float dot_prod_specular2 = max(dot(reflection_eye2, surface_to_viewer_eye), 0.0);
54 float specular_factor2 = pow(dot_prod_specular2, specular_exponent);
55
56 // specular intensity
57 vec3 Is2 = Ls * Ks * specular_factor2;
58
59 frag_color = vec4((Is + Id + Ia + Is2 + Id2 + Ia2) / 2.0, 1.0);
60}
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