blob: 0efd52b321e46be3c0bf364636a2506f6131739d [file] [log] [blame]
#version 150 core
uniform vec4 lightPosition = vec4(1.0, 1.0, 0.0, 1.0);
uniform vec3 lightIntensity = vec3(1.0, 1.0, 1.0);
uniform vec3 ka; // Ambient reflectivity
uniform vec3 ks = vec3(1.0, 1.0, 1.0); // Specular reflectivity
uniform float shininess = 150.0; // Specular shininess factor
in vec3 kd; // Diffuse reflectivity
in vec3 position;
in vec3 normal;
out vec4 fragColor;
vec3 adsModel( const in vec3 pos, const in vec3 n )
{
// Calculate the vector from the light to the fragment
vec3 s = normalize( vec3( lightPosition ) - pos );
// Calculate the vector from the fragment to the eye position
// (origin since this is in "eye" or "camera" space)
vec3 v = normalize( -pos );
// Reflect the light beam using the normal at this fragment
vec3 r = reflect( -s, n );
// Calculate the diffuse component
float diffuse = max( dot( s, n ), 0.0 );
// Calculate the specular component
float specular = 0.0;
if ( dot( s, n ) > 0.0 )
specular = pow( max( dot( r, v ), 0.0 ), shininess );
// Combine the ambient, diffuse and specular contributions
return lightIntensity * ( ka + kd * diffuse + ks * specular );
}
void main()
{
fragColor = vec4( adsModel( position, normalize( normal ) ), 1.0 );
}