Files
OpenSpace/modules/base/shaders/model_fs.glsl
Alexander Bock bb3db7ada7 Feature/jenkins fix (#816)
* Cleanup
* CMake cleanups
* Update current year
* Update copyright header
* Use script to return list of all modules
* Update credits, license and ghoul
2019-03-24 11:19:39 +01:00

95 lines
3.9 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2019 *
* *
* 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, 1.0);
return frag;
}