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Copy pathfragmentShader.fsh
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55 lines (40 loc) · 1.58 KB
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#version 130
in vec3 fN;
in vec3 fL1;
in vec3 fL2;
in vec3 fE; // NEW! Coming in from the vertex shader
out vec4 fColor;
void main () {
vec3 N = normalize(fN);
vec3 L = normalize(fL1);
vec3 E = normalize(-fE); // NEW! Reverse E
vec3 H = normalize(L + E); // NEW! Create the half vector
// Diffuse component
float diffuse_intensity1 = max(dot(N, L), 0.0);
vec4 diffuse_final1 = diffuse_intensity1*vec4(0.1, 0.6, 0.1, 1.0); // NEW!! Multiply the diffuse intensity times a color
//vec4 diffuse_final1 = diffuse_intensity1*vec4(0.1, 0.1, 0.1, 1.0);
// NEW! Specular component
float spec_intensity1 = pow(max(dot(N, H), 0.0), 300);
//vec4 spec_final1 = spec_intensity1*vec4(0.7, 0.9, 0.7, 1.0);
vec4 spec_final1 = spec_intensity1*vec4(0.7, 0.1, 0.1, 1.0);
//Do it again!
L = normalize(fL2);
H = normalize(L + E);
float diffuse_intensity2 = max(dot(N, L), 0.0);
//vec4 diffuse_final2 = diffuse_intensity2*vec4(0.1, 0.8, 0.1, 1.0); // NEW!! Multiply the diffuse intensity times a color
vec4 diffuse_final2 = diffuse_intensity2*vec4(0.1, 0.1, 0.1, 1.0);
float spec_intensity2 = pow(max(dot(N, H), 0.0), 30);
vec4 spec_final2 = spec_intensity2*vec4(0.7, 0.9, 0.7, 1.0);
//vec4 spec_final2 = spec_intensity2*vec4(0.9, 0.1, 0.1, 1.0);
float amb_intensity = 0.05f;
vec4 amb_final = amb_intensity*vec4(0.1f, 0.1f, 0.5f, 1.0f);
fColor = diffuse_final1 + spec_final1 + diffuse_final2 + spec_final2 + amb_final;
/*
if (diffuse_intensity == 0) {
fColor = vec4(0.05, 0.05, 0.05, 1.0);
}
else {
fColor = vec4(diffuse_intensity, diffuse_intensity, diffuse_intensity, 0.5);
}
*/
}