Files
OpenSpace/modules/base/shaders/model_fs.glsl
2017-07-19 01:27:01 -04:00

77 lines
3.6 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014 - 2017 *
* *
* 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 fading;
uniform bool performShading = true;
uniform vec3 directionToSunViewSpace;
uniform sampler2D texture1;
const specularAlbedo = vec3(1.0);
Fragment getFragment() {
const 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);
const vec3 n = normalize(vs_normalViewSpace);
const vec3 l = directionToSunViewSpace;
const vec3 c = normalize(vs_positionCameraSpace.xyz);
const vec3 r = reflect(l, n);
const float ambientIntensity = 0.2;
const float diffuseIntensity = 1;
const float specularIntensity = 1;
const float diffuseCosineFactor = dot(n,l);
const float specularCosineFactor = dot(c,r);
const float specularPower = 100.0;
const vec3 ambientColor = ambientIntensity * lightColorAmbient * diffuseAlbedo;
const vec3 diffuseColor = diffuseIntensity * lightColor * diffuseAlbedo * max(diffuseCosineFactor, 0);
const vec3 specularColor = specularIntensity * lightColor * specularAlbedo * pow(max(specularCosineFactor, 0), specularPower);
frag.color.rgb = ambientColor + diffuseColor + specularColor;
}
else {
frag.color.rgb = diffuseAlbedo;
}
frag.color.a = fading;
frag.depth = vs_screenSpaceDepth;
return frag;
}