Files
ResInsight/VisualizationModules/LibRender/glsl/light_Phong.glsl
2012-05-18 09:45:23 +02:00

30 lines
1.1 KiB
GLSL

uniform vec3 u_ecLightPosition;
uniform float u_ambientIntensity;
varying vec3 v_ecPosition;
varying vec3 v_ecNormal;
//--------------------------------------------------------------------------------------------------
/// lightFragment() - inShadowFactor: 0..1 (1 not in shadow, 0 totally in shadow)
//--------------------------------------------------------------------------------------------------
vec4 lightFragment(vec4 srcFragColor, float shadowFactor)
{
const float specularIntensity = 0.5;
// Light vector (from point to light source)
vec3 L = normalize(u_ecLightPosition - v_ecPosition);
// Viewing vector (from point to eye)
// Since we are in eye space, the eye pos is at (0, 0, 0)
vec3 V = normalize(-v_ecPosition);
vec3 N = normalize(v_ecNormal);
vec3 R = normalize(reflect(-L, N));
vec3 ambient = srcFragColor.rgb*u_ambientIntensity;
vec3 diffuse = (0.25 + shadowFactor*0.75)*srcFragColor.rgb*(1.0 - u_ambientIntensity)*max(dot(N, L), 0.0); // mix(step...)
vec3 specular = shadowFactor*vec3(specularIntensity*pow(max(dot(R, V), 0.0), 8.0));
return vec4(ambient + diffuse + specular, srcFragColor.a);
}