2023-05-01 01:00:50 +02:00
|
|
|
#version 330
|
|
|
|
|
2023-05-08 12:16:29 +02:00
|
|
|
in vec4 pos_model;
|
|
|
|
in vec3 vec_normal;
|
|
|
|
|
2023-05-01 01:00:50 +02:00
|
|
|
out vec4 fragColor;
|
|
|
|
|
2023-05-12 15:59:45 +02:00
|
|
|
const int max = 1; // should change in cpu too
|
2023-05-12 14:09:26 +02:00
|
|
|
|
2023-05-08 10:38:45 +02:00
|
|
|
uniform vec4 couleur;
|
2023-05-12 14:09:26 +02:00
|
|
|
uniform vec4 lum_pos[max];
|
2023-05-08 15:06:42 +02:00
|
|
|
uniform mat4 view;
|
2023-05-12 14:09:26 +02:00
|
|
|
uniform vec4 lum_color[max];
|
2023-05-08 10:38:45 +02:00
|
|
|
|
2023-05-01 01:00:50 +02:00
|
|
|
void main() {
|
2023-05-08 15:06:42 +02:00
|
|
|
const vec3 vue = vec3(0, 0, -1);
|
|
|
|
const vec4 soleil_color = vec4(0.81f, 0.78f, 0.66f, 1.0f);
|
|
|
|
|
2023-05-12 16:48:29 +02:00
|
|
|
fragColor = vec4(1);
|
2023-05-12 14:09:26 +02:00
|
|
|
for(int i = 0; i < max; i++) {
|
2023-05-12 16:48:29 +02:00
|
|
|
|
2023-05-12 14:09:26 +02:00
|
|
|
vec3 torche = normalize(pos_model.xyz - lum_pos[i].xyz);
|
|
|
|
float intensite_lumineuse = clamp(dot(vec_normal, -torche), 0., 1.);
|
|
|
|
vec3 reflet = (transpose(inverse(view)) * vec4(reflect(torche, vec_normal), 0)).xyz;
|
|
|
|
float intensite_specularite = pow(clamp(dot(reflet, -vue), 0., 1.), 10);
|
|
|
|
|
2023-05-12 16:48:29 +02:00
|
|
|
fragColor *= intensite_specularite * lum_color[i] + 0.1 * soleil_color + 0.9 * intensite_lumineuse * couleur;
|
2023-05-12 14:09:26 +02:00
|
|
|
}
|
2023-05-01 01:00:50 +02:00
|
|
|
}
|