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29 lines
1,006 B
GLSL
29 lines
1,006 B
GLSL
#version 120
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//
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// model.frag
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// fragment shader
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//
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// Created by Andrzej Kapolka on 10/14/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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//
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// the diffuse texture
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uniform sampler2D diffuseMap;
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// the interpolated normal
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varying vec4 normal;
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void main(void) {
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// compute the base color based on OpenGL lighting model
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vec4 normalizedNormal = normalize(normal);
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vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
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gl_FrontLightProduct[0].diffuse * max(0.0, dot(normalizedNormal, gl_LightSource[0].position)));
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// compute the specular component (sans exponent)
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float specular = max(0.0, dot(normalize(gl_LightSource[0].position + vec4(0.0, 0.0, 1.0, 0.0)), normalizedNormal));
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// modulate texture by base color and add specular contribution
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gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) +
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pow(specular, gl_FrontMaterial.shininess) * gl_FrontLightProduct[0].specular;
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}
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