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#version 330
uniform vec3 ambientColor = vec3(0.0, 0.0, 0.0);
uniform vec3 diffuseColor;
uniform vec3 specularColor = vec3(1.0, 1.0, 1.0);
uniform vec3 lightColor = vec3(1.0, 1.0, 1.0);
uniform float shininess = 80.0;
in vec3 transformedNormal;
in vec3 lightDirection;
out vec4 color;
void main() {
/* Ambient color */
color.rgb = ambientColor;
vec3 normalizedTransformedNormal = normalize(transformedNormal);
vec3 normalizedLightDirection = normalize(lightDirection);
/* Add diffuse color */
float intensity = max(0.0, dot(normalizedTransformedNormal, normalizedLightDirection));
color.rgb += diffuseColor*lightColor*intensity;
/* Add specular color, if needed */
if(intensity != 0) {
vec3 reflection = reflect(-normalizedLightDirection, normalizedTransformedNormal);
float specularity = pow(max(0.0, dot(normalizedTransformedNormal, reflection)), shininess);
color.rgb += specularColor*specularity;
}
/* Force alpha to 1 */
color.a = 1.0;
}