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api8/shaders/manif.fs
2023-05-12 16:48:29 +02:00

29 lines
810 B
GLSL

#version 330
in vec4 pos_model;
in vec3 vec_normal;
out vec4 fragColor;
const int max = 1; // should change in cpu too
uniform vec4 couleur;
uniform vec4 lum_pos[max];
uniform mat4 view;
uniform vec4 lum_color[max];
void main() {
const vec3 vue = vec3(0, 0, -1);
const vec4 soleil_color = vec4(0.81f, 0.78f, 0.66f, 1.0f);
fragColor = vec4(1);
for(int i = 0; i < max; i++) {
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);
fragColor *= intensite_specularite * lum_color[i] + 0.1 * soleil_color + 0.9 * intensite_lumineuse * couleur;
}
}