Added modified directional light shader.

This commit is contained in:
2014-05-23 17:00:57 -04:30
parent 2f5b6668e6
commit 1bbe0db68d
2 changed files with 130 additions and 0 deletions

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/*
* Copyright (C) 2014 Miguel Angel Astor Romero
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifdef GL_ES
precision mediump float;
#endif
// Ambient light color.
uniform vec4 u_ambient;
// Specular light color.
uniform vec4 u_specular;
// Shininess.
uniform float u_shiny;
// Fragment normal.
varying vec3 v_normal;
// Fragment shaded diffuse color.
varying vec4 v_diffuse;
// Vector from the fragment to the light source.
varying vec3 v_lightVector;
// Vector from the fragment to the camera.
varying vec3 v_eyeVector;
// The light vector reflected around the fragment normal.
varying vec3 v_reflectedVector;
void main(){
// Normalize the input varyings.
vec3 normal = normalize(v_normal);
vec3 lightVector = normalize(v_lightVector);
vec3 eyeVector = normalize(v_eyeVector);
vec3 reflectedVector = normalize(v_reflectedVector);
// Specular Term:
vec4 specular = u_specular * pow(max(dot(reflectedVector, eyeVector), 0.0), u_shiny);
// Aggregate light color.
vec4 finalColor = clamp(vec4(u_ambient.rgb + v_diffuse.rgb + specular.rgb, 1.0), 0.0, 1.0);
// Final color.
gl_FragColor = finalColor;
}

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/*
* Copyright (C) 2014 Miguel Angel Astor Romero
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
// Model-view matrix.
uniform mat4 u_projTrans;
// The world space geometric transformation to apply to this vertex.
uniform mat4 u_geomTrans;
// Light source position
uniform vec3 u_lightPos;
// Diffuse light color.
uniform vec4 u_lightDiffuse;
// Camera world space position.
uniform vec3 u_cameraPos;
// Vertex color.
uniform vec4 u_materialDiffuse;
// Vertex position in world coordinates.
attribute vec4 a_position;
// Vertex normal.
attribute vec4 a_normal;
// Fragment normal.
varying vec3 v_normal;
// Diffuse shaded color to pass to the fragment shader.
varying vec4 v_diffuse;
// The vector from the vertex to the light source.
varying vec3 v_lightVector;
// The vector from the vertex to the camera.
varying vec3 v_eyeVector;
// The light vector reflected around the vertex normal.
varying vec3 v_reflectedVector;
void main(){
// Apply the geometric transformation to the original position of the vertex.
vec4 transformedPosition = u_geomTrans * a_position;
// Set the varyings.
v_normal = normalize(a_normal.xyz);
v_lightVector = normalize(transformedPosition.xyz - u_lightPos.xyz);
v_eyeVector = normalize(u_cameraPos.xyz - transformedPosition.xyz);
v_reflectedVector = normalize(reflect(-v_lightVector, a_normal.xyz));
// Diffuse Term.
v_diffuse = u_lightDiffuse * u_materialDiffuse * max(dot(a_normal.xyz, v_lightVector), 0.0);
gl_Position = u_projTrans * transformedPosition;
}