From 4e3efa239c9bcb5dd26b4ad9a4d43d4d6a266e6f Mon Sep 17 00:00:00 2001 From: Matthias Schiffer Date: Fri, 18 Dec 2009 13:31:07 +0100 Subject: Use multi-pass rendering with seperate ambient and light shaders --- shader/default.frag | 43 ------------------------------------------- 1 file changed, 43 deletions(-) delete mode 100644 shader/default.frag (limited to 'shader/default.frag') diff --git a/shader/default.frag b/shader/default.frag deleted file mode 100644 index e2acad0..0000000 --- a/shader/default.frag +++ /dev/null @@ -1,43 +0,0 @@ -uniform sampler2D tex; - -varying vec4 diffuse, ambientGlobal, ambient; -varying vec3 normal, pos; - - -void main() { - vec3 n, l, refl, eye; - float NdotL, RdotE; - vec4 color, specularColor; - float dist, att, specularFactor; - - color = ambientGlobal; - - n = normalize(normal); - - l = gl_LightSource[0].position.xyz - pos; - - dist = length(l); - l /= dist; - - /* compute the dot product between normal and normalized lightdir */ - NdotL = max(dot(n, l), 0.0); - - if (NdotL > 0.0) { - att = 1.0 / (gl_LightSource[0].constantAttenuation + - gl_LightSource[0].linearAttenuation * dist + - gl_LightSource[0].quadraticAttenuation * dist * dist); - color += att * (diffuse * NdotL + ambient); - - refl = normalize(reflect(-l, n)); - eye = normalize(-pos); - - RdotE = max(dot(refl, eye), 0.0); - specularFactor = att * pow(RdotE, gl_FrontMaterial.shininess); - specularColor = specularFactor * gl_FrontMaterial.specular * gl_LightSource[0].specular; - } - else { - specularColor = vec4(0, 0, 0, 1); - } - - gl_FragColor = color * texture2D(tex, gl_TexCoord[0].st) + specularColor; -} -- cgit v1.2.3