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* Cleanup * CMake cleanups * Update current year * Update copyright header * Use script to return list of all modules * Update credits, license and ghoul
95 lines
3.9 KiB
GLSL
95 lines
3.9 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2019 *
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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 vec2 vs_st;
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in vec3 vs_normalViewSpace;
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in vec4 vs_positionCameraSpace;
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in float vs_screenSpaceDepth;
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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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uniform sampler2D texture1;
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uniform int nLightSources;
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uniform vec3 lightDirectionsViewSpace[8];
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uniform float lightIntensities[8];
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uniform float opacity = 1.0;
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const vec3 SpecularAlbedo = vec3(1.0);
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Fragment getFragment() {
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vec3 diffuseAlbedo = texture(texture1, vs_st).rgb;
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Fragment frag;
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if (performShading) {
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// Some of these values could be passed in as uniforms
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const vec3 lightColorAmbient = vec3(1.0);
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const vec3 lightColor = vec3(1.0);
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vec3 n = normalize(vs_normalViewSpace);
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vec3 c = normalize(vs_positionCameraSpace.xyz);
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vec3 color = ambientIntensity * lightColorAmbient * diffuseAlbedo;
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for (int i = 0; i < nLightSources; ++i) {
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vec3 l = lightDirectionsViewSpace[i];
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vec3 r = reflect(l, n);
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float diffuseCosineFactor = dot(n,l);
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float specularCosineFactor = dot(c,r);
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const float specularPower = 100.0;
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vec3 diffuseColor =
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diffuseIntensity * lightColor * diffuseAlbedo *
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max(diffuseCosineFactor, 0);
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vec3 specularColor =
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specularIntensity * lightColor * SpecularAlbedo *
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pow(max(specularCosineFactor, 0), specularPower);
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color += lightIntensities[i] * (diffuseColor + specularColor);
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}
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frag.color.rgb = color;
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}
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else {
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frag.color.rgb = diffuseAlbedo;
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}
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frag.color.a = opacity;
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frag.depth = vs_screenSpaceDepth;
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frag.gPosition = vs_positionCameraSpace;
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frag.gNormal = vec4(vs_normalViewSpace, 1.0);
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return frag;
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}
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