| #version 150 core |
| |
| // TODO: Replace with a uniform block |
| uniform vec4 lightPosition; |
| uniform vec3 lightIntensity; |
| |
| // TODO: Replace with a struct |
| uniform vec3 ka; // Ambient reflectivity |
| uniform vec3 kd; // Diffuse reflectivity |
| uniform vec3 ks; // Specular reflectivity |
| uniform float shininess; // Specular shininess factor |
| |
| in VertexData { |
| in vec3 position; |
| in vec3 normal; |
| } v_in; |
| |
| 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( v_in.position, normalize( v_in.normal ) ), 1.0 ); |
| } |