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https://github.com/scratchfoundation/bgfx.git
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63 lines
2.3 KiB
GLSL
63 lines
2.3 KiB
GLSL
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//-----------------------------------------------------------------------------
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// Product: OpenCTM tools
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// File: phong.frag
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// Description: GLSL per-pixel phong shader - fragment shader
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//-----------------------------------------------------------------------------
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// Copyright (c) 2009-2010 Marcus Geelnard
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//
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// This software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would be
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// appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such, and must not
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// be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source
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// distribution.
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//-----------------------------------------------------------------------------
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uniform bool uUseTexture;
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uniform sampler2D uTex;
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varying vec3 vNormal;
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varying vec3 vPos;
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varying vec4 vColor;
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void main()
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{
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vec3 n = normalize(vNormal);
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// Calculate vertex color (vertex color * texture color)
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vec4 color = vColor;
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if(uUseTexture)
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color *= texture2D(uTex, gl_TexCoord[0].st);
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// Ambient term
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// vec4 ambient = color * gl_LightSource[0].ambient;
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vec4 ambient = color * gl_LightModel.ambient;
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// Diffuse term
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vec3 lightDir = normalize(gl_LightSource[0].position.xyz - vPos);
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float NdotL = abs(dot(n, lightDir));
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vec4 diffuse = color * gl_LightSource[0].diffuse * NdotL;
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// Specular term
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vec3 rVector = normalize(2.0 * n * dot(n, lightDir) - lightDir);
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vec3 viewVector = normalize(-vPos);
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float RdotV = dot(rVector, viewVector);
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vec4 specular = vec4(0.0);
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if(RdotV > 0.0)
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specular = vec4(0.4, 0.4, 0.4, 1.0) * gl_LightSource[0].specular * pow(RdotV, 20.0);
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gl_FragColor = ambient + diffuse + specular;
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}
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