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phongalpha.frag
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phongalpha.frag
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#define FP highp
uniform FP vec4 lightPosition;
uniform FP vec3 lightIntensity;
// TODO: Replace with a struct
uniform FP vec3 ka; // Ambient reflectivity
uniform FP vec3 kd; // Diffuse reflectivity
uniform FP vec3 ks; // Specular reflectivity
uniform FP float shininess; // Specular shininess factor
uniform FP float alpha;
varying FP vec3 position;
varying FP vec3 normal;
FP vec3 adsModel( const FP vec3 pos, const FP vec3 n )
{
// Calculate the vector from the light to the fragment
FP vec3 s = normalize( vec3( lightPosition ) - pos );
// Calculate the vector from the fragment to the eye position
// (origin since this is in "eye" or "camera" space)
FP vec3 v = normalize( -pos );
// Reflect the light beam using the normal at this fragment
FP vec3 r = reflect( -s, n );
// Calculate the diffuse component
FP float diffuse = max( dot( s, n ), 0.0 );
// Calculate the specular component
FP float specular = 0.0;
if ( dot( s, n ) > 0.0 )
specular = pow( max( dot( r, v ), 0.0 ), shininess );
// Combine the ambient, diffuse and specular contributions
return lightIntensity * ( ka + kd * diffuse + ks * specular );
}
void main()
{
gl_FragColor = vec4( adsModel( position, normalize( normal ) ), alpha );
}