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/*
* light-pp.frag
*
* Lighting per pixel
*
* (c) 2007 Thomas White <taw27@cam.ac.uk>
*
* dtr - Diffraction Tomography Reconstruction
*
*/
varying vec4 col_ambi;
varying vec4 col_diff;
varying vec4 col_spec;
varying vec4 col_emit;
varying float shininess;
varying vec3 normal;
varying vec3 halfvc;
void main() {
vec4 ambi;
vec4 diff;
vec4 spec;
/* Ambient contribution */
ambi = col_ambi * gl_LightModel.ambient;
ambi += col_ambi * gl_LightSource[0].ambient;
/* Diffuse contribution */
diff = col_diff * clamp(dot( vec3(normalize(gl_LightSource[0].position)), normal ), 0.0, 1.0);
/* Specular contribution */
spec = col_spec * clamp(pow(dot( vec3(normal), halfvc ), shininess), 0.0, 1.0);
gl_FragColor = vec4(min(col_emit.r + ambi.r + diff.r + spec.r, 1.0),
min(col_emit.g + ambi.g + diff.g + spec.g, 1.0),
min(col_emit.b + ambi.b + diff.b + spec.b, 1.0),
min(col_emit.a + ambi.a + diff.a + spec.a, 1.0));
}
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