Single light textureless phong shading complete.

This commit is contained in:
2014-05-08 16:22:11 -04:30
parent 51183a2cf1
commit caa0631004
2 changed files with 58 additions and 2 deletions

View File

@@ -2,9 +2,50 @@
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;
// Shininess.
uniform float u_shiny;
// Fragment position.
varying vec4 v_position;
// Fragment normal.
varying vec3 v_normal;
// Fragment color received from the vertex shader.
varying vec4 v_color;
void main(){
gl_FragColor = v_color;
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);
// 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);
// Final color.
gl_FragColor = clamp(lightColor * v_color, 0.0, 1.0);
}