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76 lines
3.4 KiB
GLSL
76 lines
3.4 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2024 *
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* software and associated documentation files (the "Software"), to deal in the Software *
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* without restriction, including without limitation the rights to use, copy, modify, *
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* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
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* permit persons to whom the Software is furnished to do so, subject to the following *
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* conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in all copies *
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* or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
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* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
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* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
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****************************************************************************************/
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#include "fragment.glsl"
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in float vs_depth;
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in vec3 vs_normal;
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in vec4 vs_positionViewSpace;
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uniform vec3 color;
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uniform float opacity;
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uniform float ambientIntensity = 0.2;
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uniform float diffuseIntensity = 1.0;
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uniform float specularIntensity = 1.0;
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uniform bool performShading = true;
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const vec3 LightColor = vec3(1.0);
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Fragment getFragment() {
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Fragment frag;
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frag.color = vec4(color, opacity);
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// Simple phong shading (same color for diffuse and ambient. White specular)
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if (performShading) {
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const vec3 lightDirectionViewSpace = vec3(0.0, 0.0, 1.0);
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const float lightIntensity = 1.0;
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const float specularPower = 100.0;
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// Ambient color
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vec3 shadedColor = ambientIntensity * color;
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// Diffuse
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vec3 n = normalize(vs_normal);
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vec3 l = lightDirectionViewSpace;
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shadedColor += diffuseIntensity * max(dot(n,l), 0.0) * color;
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// Specular
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vec3 viewDir = normalize(vs_positionViewSpace.xyz);
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vec3 reflectDir = reflect(l, n);
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shadedColor +=
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specularIntensity * pow(max(dot(viewDir,reflectDir), 0), specularPower) * color;
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// Light contribution (one light soruce)
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shadedColor *= lightIntensity * LightColor;
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frag.color.xyz = shadedColor;
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}
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frag.depth = vs_depth;
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frag.gPosition = vs_positionViewSpace;
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frag.gNormal = vec4(0.0, 0.0, 0.0, 1.0);
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return frag;
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}
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