tavli
annotate sdr/phong.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 uniform sampler2D tex; |
nuclear@15 | 3 |
nuclear@15 | 4 varying vec3 vdir, ldir, normal; |
nuclear@15 | 5 |
nuclear@15 | 6 #define KD gl_FrontMaterial.diffuse.rgb |
nuclear@15 | 7 #define KS gl_FrontMaterial.specular.rgb |
nuclear@15 | 8 #define SPOW gl_FrontMaterial.shininess |
nuclear@15 | 9 |
nuclear@15 | 10 void main() |
nuclear@15 | 11 { |
nuclear@15 | 12 vec4 texel = texture2D(tex, gl_TexCoord[0].st); |
nuclear@15 | 13 |
nuclear@15 | 14 vec3 n = normalize(normal); |
nuclear@15 | 15 vec3 v = normalize(vdir); |
nuclear@15 | 16 vec3 l = normalize(ldir); |
nuclear@15 | 17 vec3 h = normalize(l + v); |
nuclear@15 | 18 |
nuclear@15 | 19 float ndotl = max(dot(n, l), 0.0); |
nuclear@15 | 20 float ndoth = max(dot(n, h), 0.0); |
nuclear@15 | 21 |
nuclear@15 | 22 vec3 albedo = KD * texel.rgb; |
nuclear@15 | 23 vec3 diffuse = albedo * gl_LightSource[0].diffuse.rgb * ndotl; |
nuclear@15 | 24 vec3 specular = KS * gl_LightSource[0].specular.rgb * pow(ndoth, SPOW); |
nuclear@15 | 25 |
nuclear@15 | 26 vec3 ambient = gl_LightModel.ambient.rgb * albedo; |
nuclear@15 | 27 gl_FragColor.rgb = ambient + diffuse + specular; |
nuclear@15 | 28 gl_FragColor.a = gl_FrontMaterial.diffuse.a * texel.a; |
nuclear@15 | 29 } |