/***************************************************************************************** * * * OpenSpace * * * * Copyright (c) 2014-2020 * * * * Permission is hereby granted, free of charge, to any person obtaining a copy of this * * software and associated documentation files (the "Software"), to deal in the Software * * without restriction, including without limitation the rights to use, copy, modify, * * merge, publish, distribute, sublicense, and/or sell copies of the Software, and to * * permit persons to whom the Software is furnished to do so, subject to the following * * conditions: * * * * The above copyright notice and this permission notice shall be included in all copies * * or substantial portions of the Software. * * * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, * * INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A * * PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT * * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF * * CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE * * OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * ****************************************************************************************/ #include "fragment.glsl" in vec2 vs_st; in vec3 vs_normalViewSpace; in vec4 vs_positionCameraSpace; in float vs_screenSpaceDepth; uniform float ambientIntensity = 0.2; uniform float diffuseIntensity = 1.0; uniform float specularIntensity = 1.0; uniform bool performShading = true; uniform sampler2D texture1; uniform int nLightSources; uniform vec3 lightDirectionsViewSpace[8]; uniform float lightIntensities[8]; uniform float opacity = 1.0; const vec3 SpecularAlbedo = vec3(1.0); Fragment getFragment() { vec3 diffuseAlbedo = texture(texture1, vs_st).rgb; Fragment frag; if (performShading) { // Some of these values could be passed in as uniforms const vec3 lightColorAmbient = vec3(1.0); const vec3 lightColor = vec3(1.0); vec3 n = normalize(vs_normalViewSpace); vec3 c = normalize(vs_positionCameraSpace.xyz); vec3 color = ambientIntensity * lightColorAmbient * diffuseAlbedo; for (int i = 0; i < nLightSources; ++i) { vec3 l = lightDirectionsViewSpace[i]; vec3 r = reflect(l, n); float diffuseCosineFactor = dot(n,l); float specularCosineFactor = dot(c,r); const float specularPower = 100.0; vec3 diffuseColor = diffuseIntensity * lightColor * diffuseAlbedo * max(diffuseCosineFactor, 0); vec3 specularColor = specularIntensity * lightColor * SpecularAlbedo * pow(max(specularCosineFactor, 0), specularPower); color += lightIntensities[i] * (diffuseColor + specularColor); } frag.color.rgb = color; } else { frag.color.rgb = diffuseAlbedo; } frag.color.a = opacity; frag.depth = vs_screenSpaceDepth; frag.gPosition = vs_positionCameraSpace; frag.gNormal = vec4(vs_normalViewSpace, 0.0); frag.disableLDR2HDR = true; return frag; }