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/light.frag | 41 +++++++++++++++++++++++++++++++++++++++++ 1 file changed, 41 insertions(+) create mode 100644 shader/light.frag (limited to 'shader/light.frag') diff --git a/shader/light.frag b/shader/light.frag new file mode 100644 index 0000000..c3cdbfb --- /dev/null +++ b/shader/light.frag @@ -0,0 +1,41 @@ +uniform sampler2D tex; + +varying vec4 diffuse, ambient; +varying vec3 normal, pos; + + +void main() { + vec3 n, l, refl, eye; + float NdotL, RdotE; + vec4 color, specularColor; + float dist, att, specularFactor; + + 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; + + gl_FragColor = color * texture2D(tex, gl_TexCoord[0].st) + specularColor; + } + else { + gl_FragColor = vec4(0, 0, 0, 1); + } +} -- cgit v1.2.3