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Diffstat (limited to '')
-rw-r--r-- | dev/MinGfx/src/shaders/default.frag | 152 |
1 files changed, 76 insertions, 76 deletions
diff --git a/dev/MinGfx/src/shaders/default.frag b/dev/MinGfx/src/shaders/default.frag index 59b9f27..dfd9724 100644 --- a/dev/MinGfx/src/shaders/default.frag +++ b/dev/MinGfx/src/shaders/default.frag @@ -1,76 +1,76 @@ -#version 330 - -/* - This file is part of the MinGfx Project. - - Copyright (c) 2017,2018 Regents of the University of Minnesota. - All Rights Reserved. - - Original Author(s) of this File: - Dan Keefe, 2018, University of Minnesota - - Author(s) of Significant Updates/Modifications to the File: - ... - */ - -const int MAX_LIGHTS = 10; - -in vec3 N; -in vec3 v; -in vec2 uv; -in vec4 col_interp; - -out vec4 fragColor; - -uniform int NumLights; -uniform vec3 LightPositions[MAX_LIGHTS]; -uniform vec4 LightIntensitiesAmbient[MAX_LIGHTS]; -uniform vec4 LightIntensitiesDiffuse[MAX_LIGHTS]; -uniform vec4 LightIntensitiesSpecular[MAX_LIGHTS]; - -uniform vec4 MatReflectanceAmbient; -uniform vec4 MatReflectanceDiffuse; -uniform vec4 MatReflectanceSpecular; -uniform float MatReflectanceShininess; - -uniform int UseSurfaceTexture; -uniform sampler2D SurfaceTexture; - -void main() { - - // initialize the fragment color to the interpolated value of per-vertex colors - // since some meshes will have color specified per-vertex. if there are no - // per vertex colors, then this will default to white. - fragColor = col_interp; - - - // if there is a surface texture, then factor this into the base color of this - // fragment as well - if (UseSurfaceTexture != 0) { - fragColor *= texture(SurfaceTexture, uv); - } - - // modulate this base color by the additive intensity from all light sources - vec3 Ia = vec3(0,0,0); - vec3 Id = vec3(0,0,0); - vec3 Is = vec3(0,0,0); - - vec3 n = normalize(N); - - for (int i=0; i<NumLights; i++) { - vec3 L = normalize(LightPositions[i] - v); - vec3 V = normalize(-v); // eye is at (0,0,0) - vec3 R = normalize(-reflect(L,N)); - - Ia += MatReflectanceAmbient.rgb * LightIntensitiesAmbient[i].rgb; - - if (dot(n,L) > 0.0) { - Id += clamp(MatReflectanceDiffuse.rgb * LightIntensitiesDiffuse[i].rgb * max(dot(n, L), 0.0), 0.0, 1.0); - - Is += MatReflectanceSpecular.rgb * LightIntensitiesSpecular[i].rgb * pow(max(dot(R, V), 0.0), MatReflectanceShininess); - Is = clamp(Is, 0.0, 1.0); - } - } - fragColor.rgb *= Ia + Id + Is; -} - +#version 330
+
+/*
+ This file is part of the MinGfx Project.
+
+ Copyright (c) 2017,2018 Regents of the University of Minnesota.
+ All Rights Reserved.
+
+ Original Author(s) of this File:
+ Dan Keefe, 2018, University of Minnesota
+
+ Author(s) of Significant Updates/Modifications to the File:
+ ...
+ */
+
+const int MAX_LIGHTS = 10;
+
+in vec3 N;
+in vec3 v;
+in vec2 uv;
+in vec4 col_interp;
+
+out vec4 fragColor;
+
+uniform int NumLights;
+uniform vec3 LightPositions[MAX_LIGHTS];
+uniform vec4 LightIntensitiesAmbient[MAX_LIGHTS];
+uniform vec4 LightIntensitiesDiffuse[MAX_LIGHTS];
+uniform vec4 LightIntensitiesSpecular[MAX_LIGHTS];
+
+uniform vec4 MatReflectanceAmbient;
+uniform vec4 MatReflectanceDiffuse;
+uniform vec4 MatReflectanceSpecular;
+uniform float MatReflectanceShininess;
+
+uniform int UseSurfaceTexture;
+uniform sampler2D SurfaceTexture;
+
+void main() {
+
+ // initialize the fragment color to the interpolated value of per-vertex colors
+ // since some meshes will have color specified per-vertex. if there are no
+ // per vertex colors, then this will default to white.
+ fragColor = col_interp;
+
+
+ // if there is a surface texture, then factor this into the base color of this
+ // fragment as well
+ if (UseSurfaceTexture != 0) {
+ fragColor *= texture(SurfaceTexture, uv);
+ }
+
+ // modulate this base color by the additive intensity from all light sources
+ vec3 Ia = vec3(0,0,0);
+ vec3 Id = vec3(0,0,0);
+ vec3 Is = vec3(0,0,0);
+
+ vec3 n = normalize(N);
+
+ for (int i=0; i<NumLights; i++) {
+ vec3 L = normalize(LightPositions[i] - v);
+ vec3 V = normalize(-v); // eye is at (0,0,0)
+ vec3 R = normalize(-reflect(L,N));
+
+ Ia += MatReflectanceAmbient.rgb * LightIntensitiesAmbient[i].rgb;
+
+ if (dot(n,L) > 0.0) {
+ Id += clamp(MatReflectanceDiffuse.rgb * LightIntensitiesDiffuse[i].rgb * max(dot(n, L), 0.0), 0.0, 1.0);
+
+ Is += MatReflectanceSpecular.rgb * LightIntensitiesSpecular[i].rgb * pow(max(dot(R, V), 0.0), MatReflectanceShininess);
+ Is = clamp(Is, 0.0, 1.0);
+ }
+ }
+ fragColor.rgb *= Ia + Id + Is;
+}
+
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