| #version 330 core |
| |
| in EyeSpaceVertex { |
| vec3 position; |
| vec3 normal; |
| } fs_in; |
| |
| out vec4 fragColor; |
| |
| uniform struct LightInfo { |
| vec4 position; |
| vec3 intensity; |
| } light; |
| |
| uniform struct LineInfo { |
| float width; |
| vec4 color; |
| } line; |
| |
| uniform vec3 ka; // Ambient reflectivity |
| uniform vec3 kd; // Diffuse reflectivity |
| |
| vec3 rimLightModel( const in vec3 pos, const in vec3 n ) |
| { |
| // Calculate the vector from the light to the fragment |
| vec3 s = normalize( vec3( light.position ) - pos ); |
| |
| // Calculate the vector from the fragment to the eye position (the |
| // origin since this is in "eye" or "camera" space |
| vec3 v = normalize( -pos ); |
| |
| // Refleft the light beam using the normal at this fragment |
| vec3 r = reflect( -s, n ); |
| |
| // Calculate the diffuse component, which for rim lighting it 1 minus s dot n |
| // rather than s dot n as for standard diffuse lighting |
| float sDotN = dot( s, n ); |
| vec3 diffuse = vec3( 1.0 - max( sDotN, 0.0 ) ); |
| |
| // Combine the ambient, diffuse and specular contributions |
| return light.intensity * ( ka + kd * diffuse ); |
| } |
| |
| void main() |
| { |
| vec3 n = gl_FrontFacing ? fs_in.normal : -fs_in.normal; |
| vec4 color = vec4( rimLightModel( fs_in.position, normalize( n ) ), 1.0 ); |
| fragColor = color; |
| } |