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Diffstat (limited to 'dev/MinGfx/src/shaders/default.frag')
-rw-r--r-- | dev/MinGfx/src/shaders/default.frag | 76 |
1 files changed, 76 insertions, 0 deletions
diff --git a/dev/MinGfx/src/shaders/default.frag b/dev/MinGfx/src/shaders/default.frag new file mode 100644 index 0000000..59b9f27 --- /dev/null +++ b/dev/MinGfx/src/shaders/default.frag @@ -0,0 +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; +} + |