dbf-udg

diff sdr/phong.p.glsl @ 8:f0a47f46ee45

lalala
author John Tsiombikas <nuclear@member.fsf.org>
date Mon, 18 Feb 2013 06:53:44 +0200
parents 603656331514
children 1abbed71e9c9
line diff
     1.1 --- a/sdr/phong.p.glsl	Mon Feb 18 05:44:17 2013 +0200
     1.2 +++ b/sdr/phong.p.glsl	Mon Feb 18 06:53:44 2013 +0200
     1.3 @@ -4,18 +4,25 @@
     1.4  {
     1.5  	vec3 n = normalize(normal);
     1.6  	vec3 v = -normalize(vpos);
     1.7 -	vec3 l = normalize(gl_LightSource[0].position.xyz);
     1.8  
     1.9 -	vec3 h = normalize(v + l);
    1.10 +	vec3 color = vec3(0.0, 0.0, 0.0);
    1.11  
    1.12 -	float ndotl = max(dot(n, l), 0.0);
    1.13 -	float ndoth = max(dot(n, h), 0.0);
    1.14 -	float spec = pow(ndoth, gl_FrontMaterial.shininess);
    1.15 +	for(int i=0; i<2; i++) {
    1.16 +		vec3 l = normalize(gl_LightSource[i].position.xyz);
    1.17 +		vec3 h = normalize(v + l);
    1.18 +
    1.19 +		float ndotl = max(dot(n, l), 0.0);
    1.20 +		float ndoth = max(dot(n, h), 0.0);
    1.21 +		float spec = pow(ndoth, gl_FrontMaterial.shininess);
    1.22 +
    1.23 +		vec3 dcol = gl_FrontMaterial.diffuse.xyz * gl_LightSource[i].diffuse.xyz;
    1.24 +		vec3 scol = gl_FrontMaterial.specular.xyz * gl_LightSource[i].diffuse.xyz;
    1.25 +
    1.26 +		color += dcol * ndotl + scol * spec;
    1.27 +	}
    1.28  
    1.29  	vec3 acol = gl_FrontMaterial.ambient.xyz * gl_LightModel.ambient.xyz;
    1.30 -	vec3 dcol = gl_FrontMaterial.diffuse.xyz * gl_LightSource[0].diffuse.xyz;
    1.31 -	vec3 scol = gl_FrontMaterial.specular.xyz * gl_LightSource[0].specular.xyz;
    1.32  
    1.33 -	gl_FragColor.xyz = acol + dcol * ndotl + scol * spec;
    1.34 +	gl_FragColor.xyz = acol + color;
    1.35  	gl_FragColor.w = 1.0;
    1.36  }