diff options
author | Sebastian Park <SebPark03@gmail.com> | 2024-04-10 02:45:04 -0400 |
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committer | Sebastian Park <SebPark03@gmail.com> | 2024-04-10 02:45:04 -0400 |
commit | 47cd8a592ecad52c1b01f27d23476c0a5afeb7f1 (patch) | |
tree | 36b9abaff4e92a4a6df0d5ecb0e43e05c3aefd48 /resources/shaders/shader.frag | |
parent | fd19124693bb32835ad97802ba1950cd5202dbd2 (diff) |
initial
Diffstat (limited to 'resources/shaders/shader.frag')
-rwxr-xr-x | resources/shaders/shader.frag | 10 |
1 files changed, 8 insertions, 2 deletions
diff --git a/resources/shaders/shader.frag b/resources/shaders/shader.frag index de063c2..d2183cc 100755 --- a/resources/shaders/shader.frag +++ b/resources/shaders/shader.frag @@ -2,6 +2,9 @@ out vec4 fragColor; in vec3 normal_cameraSpace; +in vec3 camera_worldSpace; +in vec3 normal_worldSpace; +in vec3 pos; uniform int wire = 0; uniform float red = 1.0; @@ -12,7 +15,10 @@ uniform float alpha = 1.0; void main() { // Do lighting in camera space vec3 lightDir = normalize(vec3(0, 0.5, 1)); - float c = clamp(dot(normal_cameraSpace, lightDir), 0, 1); + float d = clamp(dot(normal_cameraSpace, lightDir), 0, 1); + vec3 reflectedLight = lightDir - 2 * dot(lightDir, normal_worldSpace) * normal_worldSpace; + vec3 posToCam = normalize(camera_worldSpace - pos); + float spec = pow(dot(posToCam, reflectedLight), 2.f); - fragColor = vec4(red * c, green * c, blue * c, 1); + fragColor = clamp(0.5f * vec4(red * d, green * d, blue * d, 0.5f) + 0.5f * vec4(1, 1, 1, 1) * spec, 0, 1); } |