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OpenSpace/modules/base/shaders/model_fs.glsl
Alexander Bock 94e3e11188 Update copyright header to 2017
Update Ghoul repository
Remove libgdal link
2017-02-06 18:02:01 -05:00

87 lines
3.8 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. *
****************************************************************************************/
// Uniforms
uniform float transparency;
uniform float fading;
uniform bool performShading = true;
uniform vec3 directionToSunViewSpace;
uniform sampler2D texture1;
// Input from the vertex shader
in vec2 vs_st;
in vec3 vs_normalViewSpace;
in vec4 vs_positionCameraSpace;
in vec4 vs_positionScreenSpace;
#include "PowerScaling/powerScaling_fs.hglsl"
#include "fragment.glsl"
Fragment getFragment() {
vec4 textureSample = texture(texture1, vs_st);
vec3 diffuseAlbedo = textureSample.rgb;
vec3 specularAlbedo = vec3(1);
vec3 color;
if (performShading) {
// Some of these values could be passed in as uniforms
vec3 lightColorAmbient = vec3(1);
vec3 lightColor = vec3(1);
vec3 n = normalize(vs_normalViewSpace);
vec3 l = directionToSunViewSpace;
vec3 c = normalize(vs_positionCameraSpace.xyz);
vec3 r = reflect(l, n);
float ambientIntensity = 0.2;
float diffuseIntensity = 1;
float specularIntensity = 1;
float diffuseCosineFactor = dot(n,l);
float specularCosineFactor = dot(c,r);
float specularPower = 100;
vec3 ambientColor = ambientIntensity * lightColorAmbient * diffuseAlbedo;
vec3 diffuseColor = diffuseIntensity * lightColor * diffuseAlbedo * max(diffuseCosineFactor, 0);
vec3 specularColor = specularIntensity * lightColor * specularAlbedo * pow(max(specularCosineFactor, 0), specularPower);
color = ambientColor + diffuseColor + specularColor;
}
else {
color = diffuseAlbedo;
}
float alpha = fading * transparency;
Fragment frag;
frag.color = vec4(color, alpha);
frag.depth = vs_positionScreenSpace.w;
return frag;
}