// From https://gitorious.org/wikibooks-opengl/modern-tutorials/source/mini-portal/phong-shading.f.glsl /** * This file is in the public domain. * Contributors: Martin Kraus, Sylvain Beucler */ varying vec4 position; // position of the vertex (and fragment) in world space varying vec3 varyingNormalDirection; // surface normal vector in world space uniform mat4 m, v, p; uniform mat4 v_inv; struct lightSource { vec4 position; vec4 diffuse; vec4 specular; float invLinearAttenuation; float spotCutoff, spotExponent; vec3 spotDirection; }; lightSource light0 = lightSource( vec4(0.0, 3.0, 0.0, 1.0), vec4(1.0, 1.0, 1.0, 1.0), vec4(1.0, 1.0, 1.0, 1.0), 2.0, 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 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; // initialize total lighting with ambient lighting vec3 totalLighting = vec3(scene_ambient) * vec3(frontMaterial.ambient); vec3 positionToLightSource = vec3(light0.position - position); float distanceSqr = dot(positionToLightSource, positionToLightSource); lightDirection = inversesqrt(distanceSqr) * positionToLightSource; attenuation = light0.invLinearAttenuation * inversesqrt(distanceSqr); vec3 diffuseReflection = attenuation * vec3(light0.diffuse) * vec3(frontMaterial.diffuse) * 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) * pow(max(0.0, dot(reflect(-lightDirection, normalDirection), viewDirection)), frontMaterial.shininess); } totalLighting = totalLighting + diffuseReflection + specularReflection; gl_FragColor = vec4(totalLighting, 1.0); }