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api8/shaders/manif.fs
2023-05-08 15:26:47 +02:00

22 lines
669 B
GLSL

#version 330
in vec4 pos_model;
in vec3 vec_normal;
out vec4 fragColor;
uniform vec4 couleur;
uniform vec4 lum_pos;
uniform mat4 view;
uniform vec4 lum_color;
void main() {
const vec3 vue = vec3(0, 0, -1);
const vec4 soleil_color = vec4(0.81f, 0.78f, 0.66f, 1.0f);
vec3 torche = normalize(pos_model.xyz - lum_pos.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);
fragColor = intensite_specularite * lum_color + 0.1 * soleil_color + 0.9 * intensite_lumineuse * couleur;
}