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#version 430 core
out vec4 color;
in VertexBlock
{
flat vec3 color;
vec3 pos;
vec3 normal;
} frag_in;
const vec4 lightPosition = vec4(0.0, 0.0, 0.0, 0.0);
const vec3 lightIntensity = vec3(1.0, 1.0, 1.0);
const vec3 ka = vec3(0.1, 0.1, 0.1);
const vec3 ks = vec3(0.8, 0.8, 0.8);
const float shininess = 50.0;
vec3 ads()
{
vec3 n = normalize( frag_in.normal);
vec3 s = normalize( vec3(lightPosition) - frag_in.pos );
vec3 v = normalize( -frag_in.pos );
vec3 h = normalize( v + s );
return lightIntensity * (ka +
frag_in.color * max( dot(s, frag_in.normal ), 0.0 ) +
ks * pow( max( dot( h, n ), 0.0 ), shininess ) );
}
void main(void)
{
color = vec4(ads(), 1.0);
}
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