tavli
annotate sdr/phong-notex.p.glsl @ 15:b1a195c3ee16
added shaders
author | John Tsiombikas <nuclear@member.fsf.org> |
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date | Sun, 28 Jun 2015 08:34:24 +0300 |
parents | |
children |
rev | line source |
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nuclear@15 | 1 /* vi: set ft=glsl */ |
nuclear@15 | 2 varying vec3 vdir, ldir, normal; |
nuclear@15 | 3 |
nuclear@15 | 4 #define KD gl_FrontMaterial.diffuse.rgb |
nuclear@15 | 5 #define KS gl_FrontMaterial.specular.rgb |
nuclear@15 | 6 #define SPOW gl_FrontMaterial.shininess |
nuclear@15 | 7 |
nuclear@15 | 8 void main() |
nuclear@15 | 9 { |
nuclear@15 | 10 vec3 n = normalize(normal); |
nuclear@15 | 11 vec3 v = normalize(vdir); |
nuclear@15 | 12 vec3 l = normalize(ldir); |
nuclear@15 | 13 vec3 h = normalize(l + v); |
nuclear@15 | 14 |
nuclear@15 | 15 float ndotl = max(dot(n, l), 0.0); |
nuclear@15 | 16 float ndoth = max(dot(n, h), 0.0); |
nuclear@15 | 17 |
nuclear@15 | 18 vec3 diffuse = KD * gl_LightSource[0].diffuse.rgb * ndotl; |
nuclear@15 | 19 vec3 specular = KS * gl_LightSource[0].specular.rgb * pow(ndoth, SPOW); |
nuclear@15 | 20 |
nuclear@15 | 21 vec3 ambient = gl_LightModel.ambient.rgb * KD; |
nuclear@15 | 22 gl_FragColor.rgb = ambient + diffuse + specular; |
nuclear@15 | 23 gl_FragColor.a = gl_FrontMaterial.diffuse.a; |
nuclear@15 | 24 } |