overte-HifiExperiments/interface/resources/shaders/model_specular_map.frag

58 lines
2 KiB
GLSL

#version 120
//
// model_specular_map.frag
// fragment shader
//
// Created by Andrzej Kapolka on 5/6/14.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
const int MAX_LOCAL_LIGHTS = 2;
uniform int numLocalLights;
uniform vec3 localLightDirections[MAX_LOCAL_LIGHTS];
uniform vec3 localLightColors[MAX_LOCAL_LIGHTS];
// the diffuse texture
uniform sampler2D diffuseMap;
// the specular texture
uniform sampler2D specularMap;
// the interpolated position in view space
varying vec4 position;
// the interpolated normal
varying vec4 normal;
void main(void) {
// compute the base color based on OpenGL lighting model
vec4 normalizedNormal = normalize(normal);
float diffuse = dot(normalizedNormal, gl_LightSource[0].position);
float facingLight = step(0.0, diffuse);
// the local light that is always present
vec4 totalLocalLight = vec4(0.0, 0.0, 0.0, 1.0);
for (int i = 0; i < numLocalLights; i++) {
float localDiffuse = dot(normalizedNormal, vec4(localLightDirections[i], 1.0));
float localLight = step(0.0, localDiffuse);
float localLightVal = localDiffuse * localLight;
totalLocalLight += (localLightVal * vec4( localLightColors[i], 0.0));
}
vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
gl_FrontLightProduct[0].diffuse * (diffuse * facingLight) + totalLocalLight);
// compute the specular component (sans exponent)
float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position - normalize(vec4(position.xyz, 0.0))),
normalizedNormal));
// modulate texture by base color and add specular contribution
gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) + vec4(pow(specular, gl_FrontMaterial.shininess) *
gl_FrontLightProduct[0].specular.rgb * texture2D(specularMap, gl_TexCoord[0].st).rgb, 0.0);
}