#version 410 uniform sampler2D basic_texture; in vec2 texture_coordinates; in vec3 position_eye, normal_eye, light_position_eye; out vec4 frag_color; // fixed point light properties vec3 Ls = vec3(1.0, 1.0, 1.0); // white specular colour vec3 Ld = vec3(0.7, 0.7, 0.7); // dull white diffuse light colour vec3 La = vec3(0.2, 0.2, 0.2); // grey ambient colour // surface reflectance vec3 Ks = vec3(1.0, 1.0, 1.0); // fully reflect specular light vec3 Kd = vec3(1.0, 0.5, 0.0); // orange diffuse surface reflectance vec3 Ka = vec3(0.2, 0.2, 0.2); // fully reflect ambient light float specular_exponent = 100.0; // specular 'power' void main() { vec4 texel = texture(basic_texture, texture_coordinates); // ambient intensity vec3 Ia = La * Ka; vec3 direction_to_light_eye = normalize(light_position_eye - position_eye); float dot_prod = max(dot(direction_to_light_eye, normal_eye), 0.0); // diffuse intensity vec3 Id = Ld * vec3(texel) * dot_prod; vec3 reflection_eye = reflect(-direction_to_light_eye, normal_eye); vec3 surface_to_viewer_eye = normalize(-position_eye); float dot_prod_specular = max(dot(reflection_eye, surface_to_viewer_eye), 0.0); float specular_factor = pow(dot_prod_specular, specular_exponent); // specular intensity vec3 Is = Ls * Ks * specular_factor; frag_color = vec4(Is + Id + Ia, 1.0); }