/** * From the OpenGL Programming wikibook: http://en.wikibooks.org/wiki/OpenGL_Programming * This file is in the public domain. * Contributors: Martin Kraus, Sylvain Beucler */ in vec4 position; // position of the vertex (and fragment) in world space in vec3 varyingNormalDirection; // surface normal vector in world space in vec4 f_color; uniform mat4 m;//, v, p; uniform mat4 v_inv; struct lightSource { vec4 position; vec4 diffuse; vec4 specular; float constantAttenuation, linearAttenuation, quadraticAttenuation; float spotCutoff, spotExponent; vec3 spotDirection; }; lightSource light0 = lightSource( vec4(0.0, 1.0, 3.0, 1.0), vec4(1.0, 1.0, 1.0, 1.0), vec4(1.0, 1.0, 1.0, 1.0), 0, 0.05, 0, 180.0, 0.0, vec3(0.0, 0.0, 0.0) ); vec4 scene_ambient = vec4(0.5, 0.5, 0.5, 1.0); struct material { vec4 ambient; vec4 diffuse; vec4 specular; float shininess; }; material frontMaterial = material( vec4(0.2, 0.2, 0.2, 1.0), vec4(1.0, 0.8, 0.8, 1.0), vec4(1.0, 1.0, 1.0, 1.0), 5.0 ); void main() { vec3 normalDirection = normalize(varyingNormalDirection); vec3 viewDirection = normalize(vec3(v_inv * vec4(0.0, 0.0, 0.0, 1.0) - position)); vec3 lightDirection; float attenuation; if (0.0 == light0.position.w) // directional light? { attenuation = 1.0; // no attenuation lightDirection = normalize(vec3(light0.position)); } else // point light or spotlight (or other kind of light) { vec3 positionToLightSource = vec3(light0.position - position); float distance = length(positionToLightSource); lightDirection = normalize(positionToLightSource); attenuation = 1.0 / (light0.constantAttenuation + light0.linearAttenuation * distance + light0.quadraticAttenuation * distance * distance); if (light0.spotCutoff <= 90.0) // spotlight? { float clampedCosine = max(0.0, dot(-lightDirection, light0.spotDirection)); if (clampedCosine < cos(radians(light0.spotCutoff))) // outside of spotlight cone? { attenuation = 0.0; } else { attenuation = attenuation * pow(clampedCosine, light0.spotExponent); } } } vec3 ambientLighting = vec3(scene_ambient) * vec3(f_color); vec3 diffuseReflection = attenuation * vec3(light0.diffuse) * vec3(f_color) * max(0.0, dot(normalDirection, lightDirection)); vec3 specularReflection; if (dot(normalDirection, lightDirection) < 0.0) // light source on the wrong side? { specularReflection = vec3(0.0, 0.0, 0.0); // no specular reflection } else // light source on the right side { specularReflection = attenuation * vec3(light0.specular) * vec3(frontMaterial.specular) * (1.0 - f_color.a) // for usual gloss maps: "* textureColor.a" * pow(max(0.0, dot(reflect(-lightDirection, normalDirection), viewDirection)), frontMaterial.shininess); } gl_FragColor = vec4(ambientLighting + diffuseReflection + specularReflection, 1.0); }