/* * Copyright (C) 2010 Josh A. Beam * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. * IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ const int NUM_LIGHTS = 3; const vec3 AMBIENT = vec3(0.1, 0.1, 0.1); const float MAX_DIST = 2.5; const float MAX_DIST_SQUARED = MAX_DIST * MAX_DIST; uniform vec3 lightColor[NUM_LIGHTS]; varying vec3 fragmentNormal; varying vec3 cameraVector; varying vec3 lightVector[NUM_LIGHTS]; void main() { // initialize diffuse/specular lighting vec3 diffuse = vec3(0.0, 0.0, 0.0); vec3 specular = vec3(0.0, 0.0, 0.0); // normalize the fragment normal and camera direction vec3 normal = normalize(fragmentNormal); vec3 cameraDir = normalize(cameraVector); // loop through each light for(int i = 0; i < NUM_LIGHTS; ++i) { // calculate distance between 0.0 and 1.0 float dist = min(dot(lightVector[i], lightVector[i]), MAX_DIST_SQUARED) / MAX_DIST_SQUARED; float distFactor = 1.0 - dist; // diffuse vec3 lightDir = normalize(lightVector[i]); float diffuseDot = dot(normal, lightDir); diffuse += lightColor[i] * clamp(diffuseDot, 0.0, 1.0) * distFactor; // specular vec3 halfAngle = normalize(cameraDir + lightDir); vec3 specularColor = min(lightColor[i] + 0.5, 1.0); float specularDot = dot(normal, halfAngle); specular += specularColor * pow(clamp(specularDot, 0.0, 1.0), 16.0) * distFactor; } vec4 sample = vec4(1.0, 1.0, 1.0, 1.0); gl_FragColor = vec4(clamp(sample.rgb * (diffuse + AMBIENT) + specular, 0.0, 1.0), sample.a); }