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; precision mediump float;
#endif #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. // Fragment color received from the vertex shader.
varying vec4 v_color; varying vec4 v_color;
void main(){ 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);
} }

View File

@@ -1,16 +1,31 @@
// Model-view matrix. // Model-view matrix.
uniform mat4 u_projTrans; uniform mat4 u_projTrans;
// Normal matrix.
uniform mat4 u_normalMat;
// Vertex position in world coordinates. // Vertex position in world coordinates.
attribute vec4 a_position; attribute vec4 a_position;
// Vertex normal.
attribute vec4 a_normal;
// Vertex color. // Vertex color.
attribute vec4 a_color; attribute vec4 a_color;
// Vertex position to pass to the fragment shader.
varying vec4 v_position;
// Vertex normal to pass to the fragment shader.
varying vec3 v_normal;
// Vertex color to pass to the fragment shader. // Vertex color to pass to the fragment shader.
varying vec4 v_color; varying vec4 v_color;
void main(){ void main(){
v_position = u_projTrans * a_position;
v_color = a_color; v_color = a_color;
gl_Position = u_projTrans * a_position; v_normal = vec3(u_normalMat * a_normal);
gl_Position = v_position;
} }