blob: 8b0c715f3b860d9bfbb5af405c7836c7b325af7f [file] [log] [blame]
#version 440
layout(location = 0) in vec3 vECVertNormal;
layout(location = 1) in vec3 vECVertPos;
layout(location = 2) flat in vec3 vDiffuseAdjust;
layout(std140, binding = 1) uniform buf {
vec3 ECCameraPosition;
vec3 ka;
vec3 kd;
vec3 ks;
// Have one light only for now.
vec3 ECLightPosition;
vec3 attenuation;
vec3 color;
float intensity;
float specularExp;
} ubuf;
layout(location = 0) out vec4 fragColor;
void main()
{
vec3 unnormL = ubuf.ECLightPosition - vECVertPos;
float dist = length(unnormL);
float att = 1.0 / (ubuf.attenuation.x + ubuf.attenuation.y * dist + ubuf.attenuation.z * dist * dist);
vec3 N = normalize(vECVertNormal);
vec3 L = normalize(unnormL);
float NL = max(0.0, dot(N, L));
vec3 dColor = att * ubuf.intensity * ubuf.color * NL;
vec3 R = reflect(-L, N);
vec3 V = normalize(ubuf.ECCameraPosition - vECVertPos);
float RV = max(0.0, dot(R, V));
vec3 sColor = att * ubuf.intensity * ubuf.color * pow(RV, ubuf.specularExp);
fragColor = vec4(ubuf.ka + (ubuf.kd + vDiffuseAdjust) * dColor + ubuf.ks * sColor, 1.0);
}