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-rw-r--r--shaders/gl330/phong.fs76
1 files changed, 0 insertions, 76 deletions
diff --git a/shaders/gl330/phong.fs b/shaders/gl330/phong.fs
deleted file mode 100644
index 75b7e6d7..00000000
--- a/shaders/gl330/phong.fs
+++ /dev/null
@@ -1,76 +0,0 @@
-#version 330
-
-// Vertex shader input data
-in vec2 fragTexCoord;
-in vec3 fragNormal;
-
-// Diffuse data
-uniform sampler2D texture0;
-uniform vec4 fragTintColor;
-
-// Light attributes
-uniform vec3 light_ambientColor = vec3(0.6, 0.3, 0);
-uniform vec3 light_diffuseColor = vec3(1, 0.5, 0);
-uniform vec3 light_specularColor = vec3(0, 1, 0);
-uniform float light_intensity = 1;
-uniform float light_specIntensity = 1;
-
-// Material attributes
-uniform vec3 mat_ambientColor = vec3(1, 1, 1);
-uniform vec3 mat_specularColor = vec3(1, 1, 1);
-uniform float mat_glossiness = 50;
-
-// World attributes
-uniform vec3 lightPos;
-uniform vec3 cameraPos;
-
-// Fragment shader output data
-out vec4 fragColor;
-
-vec3 AmbientLighting()
-{
- return mat_ambientColor * light_ambientColor;
-}
-
-vec3 DiffuseLighting(in vec3 N, in vec3 L)
-{
- // Lambertian reflection calculation
- float diffuse = clamp(dot(N, L), 0, 1);
-
- return tintColor.xyz * light_diffuseColor * light_intensity * diffuse;
-}
-
-vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V)
-{
- float specular = 0;
-
- // Calculate specular reflection only if the surface is oriented to the light source
- if(dot(N, L) > 0)
- {
- // Calculate half vector
- vec3 H = normalize(L + V);
-
- // Calculate specular intensity
- specular = pow(dot(N, H), 3 + mat_glossiness);
- }
-
- return mat_specularColor * light_specularColor * light_specIntensity * specular;
-}
-
-void main()
-{
- // Normalize input vectors
- vec3 L = normalize(lightPos);
- vec3 V = normalize(cameraPos);
- vec3 N = normalize(fragNormal);
-
- vec3 ambient = AmbientLighting();
- vec3 diffuse = DiffuseLighting(N, L);
- vec3 specular = SpecularLighting(N, L, V);
-
- // Get base color from texture
- vec4 textureColor = texture(texture0, fragTexCoord);
- vec3 finalColor = textureColor.rgb;
-
- fragColor = vec4(finalColor * (ambient + diffuse + specular), textureColor.a);
-} \ No newline at end of file