2022-05-17 10:56:56 +02:00

35 lines
896 B
GLSL

//
// Fragment shader for Gooch shading
//
// Author: Randi Rost
//
// Copyright (c) 2002-2004 3Dlabs Inc. Ltd.
//
// See 3Dlabs-License.txt for license information
//
uniform vec3 SurfaceColor; // (0.75, 0.75, 0.75)
uniform vec3 WarmColor; // (0.6, 0.6, 0.0)
uniform vec3 CoolColor; // (0.0, 0.0, 0.6)
uniform float DiffuseWarm; // 0.45
uniform float DiffuseCool; // 0.45
varying float NdotL;
varying vec3 ReflectVec;
varying vec3 ViewVec;
void main (void)
{
vec3 kcool = min(CoolColor + DiffuseCool * SurfaceColor, 1.0);
vec3 kwarm = min(WarmColor + DiffuseWarm * SurfaceColor, 1.0);
vec3 kfinal = mix(kcool, kwarm, NdotL);
vec3 nreflect = normalize(ReflectVec);
vec3 nview = normalize(ViewVec);
float spec = max(dot(nreflect, nview), 0.0);
spec = pow(spec, 32.0);
gl_FragColor = vec4 (min(kfinal + spec, 1.0), 1.0);
}