37 lines
851 B
GLSL
37 lines
851 B
GLSL
#version 120
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uniform mat4 MVL;
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uniform vec3 lightPos1;
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uniform vec3 lightPos2;
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uniform vec3 ka;
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uniform vec3 kd;
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uniform vec3 ks;
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uniform float s;
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uniform float i1;
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uniform float i2;
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varying vec3 color; // passed from the vertex shader
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varying vec4 p;
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varying vec4 n;
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void main()
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{
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vec4 normal = normalize(n);
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vec3 norm = vec3(normal.x, normal.y, normal.z);
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vec4 npos = normalize(p);
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vec3 pos = vec3(npos.x, npos.y, npos.z);
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vec3 lightnorm = vec3(MVL[3].x, MVL[3].y, MVL[3].z);
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vec3 light = lightnorm - vec3(p.x, p.y, p.z);
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vec3 lnorm = normalize(vec3(light.x,light.y,light.z));
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float temp = dot(lnorm, norm);
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vec3 cd = kd*max(0, temp);
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vec3 h = normalize(lnorm - pos);
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vec3 cs = ks*pow(max(0, dot(h, norm)), s);
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vec4 c = vec4(ka.r + cd.r + cs.r, ka.g + cd.g + cs.g, ka.b + cd.b + cs.b, 1.0);
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gl_FragColor = c;
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}
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