38 lines
No EOL
1 KiB
GLSL
38 lines
No EOL
1 KiB
GLSL
#version 120
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varying vec3 vertex;
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varying vec3 normal;
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varying vec3 lightDirection;
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uniform vec3 lightColor;
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uniform vec3 lightPosition;
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uniform vec3 materialColor;
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uniform int materialKind;
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uniform int materialSeed;
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void main()
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{
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vec3 Eye = normalize(-vertex);
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vec3 Reflected = normalize(reflect( -lightPosition, normal));
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vec3 IAmbient = vec3(0.05f);
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if (materialKind == 6) {
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// sun: shines by itself
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gl_FragColor = vec4(materialColor, 1.0);
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return;
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}
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// TODO: add noise texture
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vec3 color = materialColor;
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color = max(vec3(0.0), min(vec3(1.0), color));
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vec3 IDiffuse = vec3(color) * lightColor * max(dot(normal, lightDirection), 0.0);
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// TODO make instensity/exponent as parameter
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//vec3 ISpecular = lightColor * 5.0 * pow(max(dot(Reflected, Eye), 0.0), 2.0);
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//vec3 ISpecular = lightColor * pow(max(dot(Reflected, Eye), 0.0), 2.0);
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//gl_FragColor = vec4((IAmbient + IDiffuse) + ISpecular, 1.0);
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gl_FragColor = vec4((IAmbient + IDiffuse), 1.0);
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} |