blob: bbc7a3db83e5fb205d3a739822a6b34e01caa1c8 [file] [log] [blame]
varying vec3 vertex_normal;
varying vec4 vertex_position;
vec4
compute_color(vec4 light_position, vec4 diffuse_light_color)
{
const vec4 lightAmbient = vec4(0.1, 0.1, 0.1, 1.0);
const vec4 lightSpecular = vec4(0.8, 0.8, 0.8, 1.0);
const vec4 matAmbient = vec4(0.2, 0.2, 0.2, 1.0);
const vec4 matSpecular = vec4(1.0, 1.0, 1.0, 1.0);
const float matShininess = 100.0;
vec3 eye_direction = normalize(-vertex_position.xyz);
vec3 light_direction = normalize(light_position.xyz/light_position.w -
vertex_position.xyz/vertex_position.w);
vec3 normalized_normal = normalize(vertex_normal);
vec3 reflection = reflect(-light_direction, normalized_normal);
float specularTerm = pow(max(0.0, dot(reflection, eye_direction)), matShininess);
float diffuseTerm = max(0.0, dot(normalized_normal, light_direction));
vec4 specular = (lightSpecular * matSpecular);
vec4 ambient = (lightAmbient * matAmbient);
vec4 diffuse = (diffuse_light_color * MaterialDiffuse);
vec4 result = (specular * specularTerm) + ambient + (diffuse * diffuseTerm);
return result;
}
void main(void)
{
$DO_LIGHTS$
}