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- #version 110
- // normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
- const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
- const vec3 LIGHT_FRONT_DIR = vec3(0.0, 0.0, 1.0);
- // x = ambient, y = top diffuse, z = front diffuse, w = global
- uniform vec4 light_intensity;
- uniform vec4 uniform_color;
- varying vec3 eye_normal;
- void main()
- {
- vec3 normal = normalize(eye_normal);
- // Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
- // Since these two are normalized the cosine is the dot product. Take the abs value to light the lines no matter in which direction the normal points.
- float NdotL = abs(dot(normal, LIGHT_TOP_DIR));
- float intensity = light_intensity.x + NdotL * light_intensity.y;
- // Perform the same lighting calculation for the 2nd light source.
- NdotL = abs(dot(normal, LIGHT_FRONT_DIR));
- intensity += NdotL * light_intensity.z;
- gl_FragColor = vec4(uniform_color.rgb * light_intensity.w * intensity, uniform_color.a);
- }
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