love-demo/pixel.glsl

45 lines
1.2 KiB
GLSL

#pragma language glsl3
varying vec4 PixelNormal;
varying vec4 PixelTexture;
varying vec4 PixelWorldPosition;
uniform vec4 emission_color;
uniform vec4 ambient_color;
uniform vec4 diffuse_color;
uniform vec4 specular_color;
uniform float shininess;
uniform vec4 view_position;
uniform vec4 light_position;
//uniform int4 texture_channel;
uniform sampler2D texture_sampler;
out vec4 out_color;
void pixelmain()
{
//vec4 texColor = texture(texture_sampler, PixelTexture.xy);
vec3 normal = normalize(PixelNormal.xyz);
vec3 view_direction = normalize(view_position.xyz - PixelWorldPosition.xyz);
vec3 light_direction = normalize(light_position.xyz - PixelWorldPosition.xyz);
vec3 reflect_light_direction = reflect(-light_direction, normal);
vec3 emission = emission_color.xyz;
vec3 ambient = ambient_color.xyz;
vec3 diffuse = diffuse_color.xyz;
vec3 specular = specular_color.xyz;
float diffuse_intensity = max(dot(normal, light_direction), 0.0);
float specular_intensity = pow(max(dot(view_direction, reflect_light_direction), 0.0), shininess);
vec3 color = emission * 0;
color += ambient * 0;
color += diffuse * diffuse_intensity;
color += specular * specular_intensity * 0.3;
out_color = vec4(color, 1.0);
}