raylib/shaders/glsl330/phong.fs
2016-05-18 12:04:27 +02:00

85 lines
2.2 KiB
GLSL

#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);
}