#version 120 // // model.frag // fragment shader // // Created by Andrzej Kapolka on 10/14/13. // Copyright 2013 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 // // the diffuse texture uniform sampler2D diffuseMap; // the interpolated position 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); vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient + gl_FrontLightProduct[0].diffuse * (diffuse * facingLight)); // 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, 0.0); }