#version 120 varying vec3 vertex; varying vec3 normal; varying vec3 lightDirection; uniform vec3 lightColor; uniform vec3 lightPosition; uniform vec3 materialColor; uniform int materialKind; uniform int materialSeed; void main() { vec3 Eye = normalize(-vertex); vec3 Reflected = normalize(reflect( -lightPosition, normal)); vec3 IAmbient = vec3(0.05f); if (materialKind == 6) { // sun: shines by itself gl_FragColor = vec4(materialColor, 1.0); return; } // TODO: add noise texture vec3 color = materialColor; color = max(vec3(0.0), min(vec3(1.0), color)); vec3 IDiffuse = vec3(color) * lightColor * max(dot(normal, lightDirection), 0.0); // TODO make instensity/exponent as parameter //vec3 ISpecular = lightColor * 5.0 * pow(max(dot(Reflected, Eye), 0.0), 2.0); //vec3 ISpecular = lightColor * pow(max(dot(Reflected, Eye), 0.0), 2.0); //gl_FragColor = vec4((IAmbient + IDiffuse) + ISpecular, 1.0); gl_FragColor = vec4((IAmbient + IDiffuse), 1.0); }