1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
|
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;
}
|