1 | #version 410
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2 |
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3 | uniform sampler2D basic_texture;
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4 |
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5 | in vec2 texture_coordinates;
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6 | in vec3 position_eye, normal_eye, light_position_eye;
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7 |
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8 | out vec4 frag_color;
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9 |
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10 | // fixed point light properties
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11 | vec3 Ls = vec3(1.0, 1.0, 1.0); // white specular colour
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12 | vec3 Ld = vec3(0.7, 0.7, 0.7); // dull white diffuse light colour
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13 | vec3 La = vec3(0.2, 0.2, 0.2); // grey ambient colour
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14 |
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15 | // surface reflectance
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16 | vec3 Ks = vec3(1.0, 1.0, 1.0); // fully reflect specular light
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17 | vec3 Kd = vec3(1.0, 0.5, 0.0); // orange diffuse surface reflectance
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18 | vec3 Ka = vec3(0.2, 0.2, 0.2); // fully reflect ambient light
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19 | float specular_exponent = 100.0; // specular 'power'
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20 |
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21 | void main() {
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22 | vec4 texel = texture(basic_texture, texture_coordinates);
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23 |
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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 | vec3 direction_to_light_eye = normalize(light_position_eye - position_eye);
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28 | float dot_prod = max(dot(direction_to_light_eye, normal_eye), 0.0);
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29 |
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30 | // diffuse intensity
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31 | vec3 Id = Ld * vec3(texel) * dot_prod;
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32 |
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33 | vec3 reflection_eye = reflect(-direction_to_light_eye, normal_eye);
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34 | vec3 surface_to_viewer_eye = normalize(-position_eye);
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35 | float dot_prod_specular = max(dot(reflection_eye, surface_to_viewer_eye), 0.0);
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36 | float specular_factor = pow(dot_prod_specular, specular_exponent);
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37 |
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38 | // specular intensity
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39 | vec3 Is = Ls * Ks * specular_factor;
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40 |
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41 | frag_color = vec4(Is + Id + Ia, 1.0);
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42 | }
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