procedural-3d-engine/data/shaders/offscreen/phong.frag

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814 B
GLSL

#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec3 inColor;
layout (location = 2) in vec3 inEyePos;
layout (location = 3) in vec3 inLightVec;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec3 Eye = normalize(-inEyePos);
vec3 Reflected = normalize(reflect(-inLightVec, inNormal));
vec4 IAmbient = vec4(0.1, 0.1, 0.1, 1.0);
vec4 IDiffuse = vec4(max(dot(inNormal, inLightVec), 0.0));
float specular = 0.75;
vec4 ISpecular = vec4(0.0);
if (dot(inEyePos, inNormal) < 0.0)
{
ISpecular = vec4(0.5, 0.5, 0.5, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 16.0) * specular;
}
outFragColor = vec4((IAmbient + IDiffuse) * vec4(inColor, 1.0) + ISpecular);
}