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NxtAR-android/assets/shaders/directionalPerPixelSingleLight/directionalPerPixel_frag.glsl

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1.6 KiB
GLSL

/*
* 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;
}