/** * From the OpenGL Programming wikibook: http://en.wikibooks.org/wiki/OpenGL_Programming * This file is in the public domain. * Contributors: Martin Kraus, Sylvain Beucler */ attribute vec3 v_coord; attribute vec3 v_normal; uniform mat4 m, v, p; uniform mat3 m_3x3_inv_transp; uniform mat4 v_inv; varying vec3 diffuseColor; // the diffuse Phong lighting computed in the vertex shader varying vec3 specularColor; // the specular Phong lighting computed in the vertex shader varying vec4 texCoords; // the texture coordinates 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, 2.0, 1.0), vec4(1.0, 1.0, 1.0, 1.0), vec4(1.0, 1.0, 1.0, 1.0), 0.0, 1.0, 0.0, 180.0, 0.0, vec3(0.0, 0.0, 0.0) ); vec4 scene_ambient = vec4(0.2, 0.2, 0.2, 1.0); struct material { vec4 ambient; vec4 diffuse; vec4 specular; float shininess; }; material mymaterial = 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(void) { vec4 v_coord4 = vec4(v_coord, 1.0); mat4 mvp = p*v*m; vec3 normalDirection = normalize(m_3x3_inv_transp * v_normal); vec3 viewDirection = normalize(vec3(v_inv * vec4(0.0, 0.0, 0.0, 1.0) - m * v_coord4)); vec3 lightDirection; float attenuation; if (light0.position.w == 0.0) // directional light { attenuation = 1.0; // no attenuation lightDirection = normalize(vec3(light0.position)); } else // point or spot light (or other kind of light) { vec3 vertexToLightSource = vec3(light0.position - m * v_coord4); float distance = length(vertexToLightSource); lightDirection = normalize(vertexToLightSource); 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, normalize(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); // without material color! vec3 diffuseReflection = attenuation * vec3(light0.diffuse) * max(0.0, dot(normalDirection, lightDirection)); // without material color! 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(mymaterial.specular) * pow(max(0.0, dot(reflect(-lightDirection, normalDirection), viewDirection)), mymaterial.shininess); } diffuseColor = ambientLighting + diffuseReflection; specularColor = specularReflection; texCoords = v_coord4; gl_Position = mvp * v_coord4; }