Merge branch 'master' of git.rwth-aachen.de:carstenf/OpenGL
This commit is contained in:
commit
86c0559fdc
|
@ -4,21 +4,37 @@ precision mediump int;
|
||||||
precision mediump float;
|
precision mediump float;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
uniform mat3 n_matrix;
|
||||||
uniform sampler2D texture;
|
uniform sampler2D texture;
|
||||||
|
|
||||||
|
uniform struct Light {
|
||||||
|
vec3 position;
|
||||||
|
vec3 intensities;
|
||||||
|
} light;
|
||||||
|
|
||||||
uniform bool b_transparent;
|
uniform bool b_transparent;
|
||||||
|
|
||||||
varying vec2 v_texcoord;
|
varying vec2 v_texcoord;
|
||||||
|
varying vec3 v_position;
|
||||||
|
varying vec3 v_normal;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
|
|
||||||
|
vec3 normal = normalize(n_matrix * v_normal);
|
||||||
|
|
||||||
|
vec3 surfaceToLight = light.position - v_position;
|
||||||
|
|
||||||
|
float brightness = dot(normal, surfaceToLight) / (length(surfaceToLight) * length(normal));
|
||||||
|
brightness = clamp(brightness, 0, 1);
|
||||||
|
|
||||||
// Set fragment color from texture
|
// Set fragment color from texture
|
||||||
vec4 finalColor = vec4(texture2D(texture, v_texcoord));
|
vec4 surfaceColor = vec4(texture2D(texture, v_texcoord));
|
||||||
|
|
||||||
if(!b_transparent)
|
if(!b_transparent)
|
||||||
{
|
{
|
||||||
finalColor.a = 1.0f;
|
surfaceColor.a = 1.0f;
|
||||||
}
|
}
|
||||||
|
|
||||||
gl_FragColor = finalColor;
|
gl_FragColor = vec4(brightness * light.intensities * surfaceColor.rgb, surfaceColor.a);
|
||||||
}
|
}
|
||||||
|
|
|
@ -13,13 +13,17 @@ attribute vec2 a_texcoord;
|
||||||
attribute vec3 a_normal;
|
attribute vec3 a_normal;
|
||||||
|
|
||||||
varying vec2 v_texcoord;
|
varying vec2 v_texcoord;
|
||||||
|
varying vec3 v_position;
|
||||||
|
varying vec3 v_normal;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
// Calculate vertex position in screen space
|
// Calculate vertex position in screen space
|
||||||
gl_Position = vp_matrix * norm_matrix * m_matrix * a_position;
|
gl_Position = vp_matrix * norm_matrix * m_matrix * a_position;
|
||||||
|
|
||||||
// Pass texture coordinate to fragment shader
|
// Pass data to fragment shader
|
||||||
// Value will be automatically interpolated to fragments inside polygon faces
|
// Value will be automatically interpolated to fragments inside polygon faces
|
||||||
v_texcoord = a_texcoord;
|
v_texcoord = a_texcoord;
|
||||||
|
v_position = vec3(norm_matrix * m_matrix * a_position);
|
||||||
|
v_normal = a_normal;
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue