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Diffstat (limited to 'shaders/glsl330/phong.fs')
| -rw-r--r-- | shaders/glsl330/phong.fs | 85 |
1 files changed, 85 insertions, 0 deletions
diff --git a/shaders/glsl330/phong.fs b/shaders/glsl330/phong.fs new file mode 100644 index 00000000..c14b346a --- /dev/null +++ b/shaders/glsl330/phong.fs @@ -0,0 +1,85 @@ +#version 330 + +// Input vertex attributes (from vertex shader) +in vec2 fragTexCoord; +in vec3 fragNormal; + +// Input uniform values +uniform sampler2D texture0; +uniform vec4 fragTintColor; + +// Output fragment color +out vec4 finalColor; + +// NOTE: Add here your custom variables + +// Light uniform values +uniform vec3 lightAmbientColor = vec3(0.6, 0.3, 0.0); +uniform vec3 lightDiffuseColor = vec3(1.0, 0.5, 0.0); +uniform vec3 lightSpecularColor = vec3(0.0, 1.0, 0.0); +uniform float lightIntensity = 1.0; +uniform float lightSpecIntensity = 1.0; + +// Material uniform values +uniform vec3 matAmbientColor = vec3(1.0, 1.0, 1.0); +uniform vec3 matSpecularColor = vec3(1.0, 1.0, 1.0); +uniform float matGlossiness = 50.0; + +// World uniform values +uniform vec3 lightPosition; +uniform vec3 cameraPosition; + +// Fragment shader output data +out vec4 fragColor; + +// Calculate ambient lighting component +vec3 AmbientLighting() +{ + return (matAmbientColor*lightAmbientColor); +} + +// Calculate diffuse lighting component +vec3 DiffuseLighting(in vec3 N, in vec3 L) +{ + // Lambertian reflection calculation + float diffuse = clamp(dot(N, L), 0, 1); + + return (fragTintColor.xyz*lightDiffuseColor*lightIntensity*diffuse); +} + +// Calculate specular lighting component +vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V) +{ + float specular = 0.0; + + // 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 + matGlossiness); + } + + return (matSpecularColor*lightSpecularColor*lightSpecIntensity*specular); +} + +void main() +{ + // Normalize input vectors + vec3 L = normalize(lightPosition); + vec3 V = normalize(cameraPosition); + vec3 N = normalize(fragNormal); + + // Calculate lighting components + vec3 ambient = AmbientLighting(); + vec3 diffuse = DiffuseLighting(N, L); + vec3 specular = SpecularLighting(N, L, V); + + // Texel color fetching from texture sampler + vec4 texelColor = texture(texture0, fragTexCoord); + + // Calculate final fragment color + finalColor = vec4(texelColor.rgb*(ambient + diffuse + specular), texelColor.a); +}
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