mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-29 11:05:36 -05:00
62 lines
2.3 KiB
GLSL
62 lines
2.3 KiB
GLSL
//-----------------------------------------------------------------------------
|
|
// Product: OpenCTM tools
|
|
// File: phong.frag
|
|
// Description: GLSL per-pixel phong shader - fragment shader
|
|
//-----------------------------------------------------------------------------
|
|
// Copyright (c) 2009-2010 Marcus Geelnard
|
|
//
|
|
// This software is provided 'as-is', without any express or implied
|
|
// warranty. In no event will the authors be held liable for any damages
|
|
// arising from the use of this software.
|
|
//
|
|
// Permission is granted to anyone to use this software for any purpose,
|
|
// including commercial applications, and to alter it and redistribute it
|
|
// freely, subject to the following restrictions:
|
|
//
|
|
// 1. The origin of this software must not be misrepresented; you must not
|
|
// claim that you wrote the original software. If you use this software
|
|
// in a product, an acknowledgment in the product documentation would be
|
|
// appreciated but is not required.
|
|
//
|
|
// 2. Altered source versions must be plainly marked as such, and must not
|
|
// be misrepresented as being the original software.
|
|
//
|
|
// 3. This notice may not be removed or altered from any source
|
|
// distribution.
|
|
//-----------------------------------------------------------------------------
|
|
|
|
uniform bool uUseTexture;
|
|
uniform sampler2D uTex;
|
|
|
|
varying vec3 vNormal;
|
|
varying vec3 vPos;
|
|
varying vec4 vColor;
|
|
|
|
void main()
|
|
{
|
|
vec3 n = normalize(vNormal);
|
|
|
|
// Calculate vertex color (vertex color * texture color)
|
|
vec4 color = vColor;
|
|
if(uUseTexture)
|
|
color *= texture2D(uTex, gl_TexCoord[0].st);
|
|
|
|
// Ambient term
|
|
// vec4 ambient = color * gl_LightSource[0].ambient;
|
|
vec4 ambient = color * gl_LightModel.ambient;
|
|
|
|
// Diffuse term
|
|
vec3 lightDir = normalize(gl_LightSource[0].position.xyz - vPos);
|
|
float NdotL = abs(dot(n, lightDir));
|
|
vec4 diffuse = color * gl_LightSource[0].diffuse * NdotL;
|
|
|
|
// Specular term
|
|
vec3 rVector = normalize(2.0 * n * dot(n, lightDir) - lightDir);
|
|
vec3 viewVector = normalize(-vPos);
|
|
float RdotV = dot(rVector, viewVector);
|
|
vec4 specular = vec4(0.0);
|
|
if(RdotV > 0.0)
|
|
specular = vec4(0.4, 0.4, 0.4, 1.0) * gl_LightSource[0].specular * pow(RdotV, 20.0);
|
|
|
|
gl_FragColor = ambient + diffuse + specular;
|
|
}
|