overte/interface/resources/shaders/model.frag
2014-04-09 09:59:05 -07:00

32 lines
1.1 KiB
GLSL

#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 normal
varying vec4 normal;
void main(void) {
// compute the base color based on OpenGL lighting model
vec4 normalizedNormal = normalize(normal);
vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
gl_FrontLightProduct[0].diffuse * max(0.0, dot(normalizedNormal, gl_LightSource[0].position)));
// compute the specular component (sans exponent)
float specular = max(0.0, dot(normalize(gl_LightSource[0].position + vec4(0.0, 0.0, 1.0, 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);
}