Moved the diffuse color calculation to the vertex shader.

This commit is contained in:
2014-05-09 10:47:42 -04:30
parent caa0631004
commit 8d13493c2a
2 changed files with 74 additions and 35 deletions

View File

@@ -1,16 +1,23 @@
/*
* 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
// Camera world space position.
uniform vec3 u_cameraPos;
// Light source position
uniform vec4 u_lightPos;
// Diffuse light color.
uniform vec4 u_lightDiffuse;
// Ambient light color.
uniform vec4 u_ambient;
@@ -26,25 +33,24 @@ varying vec3 v_normal;
// Fragment color received from the vertex shader.
varying vec4 v_color;
// Fragment shaded diffuse color.
varying vec4 v_diffuse;
varying vec3 v_lightVector;
varying vec3 v_eyeVector;
varying vec3 v_reflectedVector;
void main(){
vec3 normal = normalize(v_normal);
vec3 lightVector = normalize(u_lightPos.xyz - v_position.xyz);
vec3 eyeVector = normalize(u_cameraPos.xyz - v_position.xyz);
vec3 reflectedVector = normalize(-reflect(lightVector, normal));
// Ambient Term.
vec4 ambient = u_ambient;
// Diffuse Term.
vec4 diffuse = u_lightDiffuse * max(dot(normal, lightVector), 0.0);
diffuse = clamp(diffuse, 0.0, 1.0);
// Normalize the input varyings.
vec3 lightVector = normalize(v_lightVector);
vec3 eyeVector = normalize(v_eyeVector);
vec3 reflectedVector = normalize(v_reflectedVector);
// Specular Term:
vec4 specular = vec4(1.0) * pow(max(dot(reflectedVector, eyeVector), 0.0), 0.3 * u_shiny);
specular = clamp(specular, 0.0, 1.0);
// Aggregate light color.
vec4 lightColor = vec4(ambient.rgb + diffuse.rgb + specular.rgb, 1.0);
vec4 lightColor = clamp(vec4(u_ambient.rgb + v_diffuse.rgb + specular.rgb, 1.0), 0.0, 1.0);
// Final color.
gl_FragColor = clamp(lightColor * v_color, 0.0, 1.0);