| varying vec3 Normal; |
| |
| void main(void) |
| { |
| const vec4 LightSourceAmbient = vec4(0.1, 0.1, 0.1, 1.0); |
| const vec4 LightSourceDiffuse = vec4(0.8, 0.8, 0.8, 1.0); |
| const vec4 LightSourceSpecular = vec4(0.8, 0.8, 0.8, 1.0); |
| const vec4 MaterialAmbient = vec4(1.0, 1.0, 1.0, 1.0); |
| const vec4 MaterialDiffuse = vec4(1.0, 1.0, 1.0, 1.0); |
| const vec4 MaterialSpecular = vec4(0.2, 0.2, 0.2, 1.0); |
| const float MaterialShininess = 100.0; |
| |
| vec3 N = normalize(Normal); |
| |
| // In the lighting model we are using here (Blinn-Phong with light at |
| // infinity, viewer at infinity), the light position/direction and the |
| // half vector is constant for the all the fragments. |
| vec3 L = normalize(LightSourcePosition.xyz); |
| vec3 H = normalize(LightSourceHalfVector); |
| |
| // Calculate the diffuse color according to Lambertian reflectance |
| vec4 diffuse = MaterialDiffuse * LightSourceDiffuse * max(dot(N, L), 0.0); |
| |
| // Calculate the ambient color |
| vec4 ambient = MaterialAmbient * LightSourceAmbient; |
| |
| // Calculate the specular color according to the Blinn-Phong model |
| vec4 specular = MaterialSpecular * LightSourceSpecular * |
| pow(max(dot(N,H), 0.0), MaterialShininess); |
| |
| // Calculate the final color |
| gl_FragColor = ambient + specular + diffuse; |
| } |