mirror of
https://github.com/overte-org/overte.git
synced 2025-04-27 22:55:57 +02:00
41 lines
1.4 KiB
GLSL
41 lines
1.4 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
|
|
//
|
|
|
|
// 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);
|
|
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 * texture2D(specularMap, gl_TexCoord[0].st).rgb, 0.0);
|
|
}
|