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33 lines
1.2 KiB
GLSL
33 lines
1.2 KiB
GLSL
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varying vec3 v_ecPosition;
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varying vec3 v_ecNormal;
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uniform float u_specularIntensity;
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uniform float u_ambientIntensity;
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uniform vec3 u_ecLightPosition;
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uniform vec3 u_emissiveColor;
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//--------------------------------------------------------------------------------------------------
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/// lightFragment() - Headlight with all params exposed as uniforms
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///
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/// A fixed, two sided headlight
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//--------------------------------------------------------------------------------------------------
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vec4 lightFragment(vec4 srcFragColor, float not_in_use_shadowFactor)
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{
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// Light vector (from point to light source)
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vec3 L = normalize(u_ecLightPosition - v_ecPosition);
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// Viewing vector (from point to eye)
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// Since we are in eye space, the eye pos is at (0, 0, 0)
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vec3 V = normalize(-v_ecPosition);
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vec3 N = normalize(v_ecNormal);
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vec3 R = normalize(reflect(-L, N));
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vec3 ambient = srcFragColor.rgb*u_ambientIntensity;
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vec3 diffuse = srcFragColor.rgb*(1.0 - u_ambientIntensity)*abs(dot(N, L));
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vec3 specular = vec3(u_specularIntensity*pow(max(dot(R, V), 0.0), 8.0));
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return vec4(ambient + diffuse + specular + u_emissiveColor, srcFragColor.a);
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}
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