From fe2df4b280ecd8417cc267b8fc05ec050054ec4c Mon Sep 17 00:00:00 2001 From: Jon Bergli Heier Date: Sat, 2 Apr 2011 15:52:24 +0200 Subject: Finished terrain lighting. --- terrain_fragment.glsl | 36 ++---------------------------------- 1 file changed, 2 insertions(+), 34 deletions(-) (limited to 'terrain_fragment.glsl') diff --git a/terrain_fragment.glsl b/terrain_fragment.glsl index 9c354c5..774bfd3 100644 --- a/terrain_fragment.glsl +++ b/terrain_fragment.glsl @@ -1,43 +1,11 @@ -varying vec3 normal, light_pos, V, N; -varying vec4 diffuse, ambient; +varying vec3 normal, light_pos; uniform sampler2D tex; void main() { - //gl_FragColor = gl_Color * diffuse_value; - //vec4 color = ambient; - //vec3 n = normalize(normal); - /*vec3 n = normal; - vec3 hv; - float dotL = max(dot(n, vec3(0, 1, 0)), 0.0); - color += diffuse * dotL; - hv = normalize(halfvector); - float dotHV = max(dot(n, hv), 0.0);*/ - //color += gl_FrontMaterial.specular * gl_LightSource[0].specular * pow(dotHV, gl_FrontMaterial.shininess); - vec3 n = normalize(normal); - - float NdotL = max(dot(light_pos, n), 0.0); float diffuse = max(dot(n, light_pos), 0.0); - - gl_FragColor = vec4(n, 0.0); - - //gl_FragColor = texture2D(tex, gl_TexCoord[0].st) /* diffuse_value*/ * diffuse; - //gl_FragColor = gl_Color * diffuse; - - //gl_FragColor = NdotL * diffuse + ambient; - - return; - - vec3 L = normalize(light_pos - V); - vec3 E = normalize(-V); - vec3 R = normalize(-reflect(L, N)); - - vec4 Iamb = gl_FrontLightProduct[0].ambient; - vec4 Idiff = gl_FrontLightProduct[0].diffuse * max(dot(N, L), 0.0); - vec4 Ispec = gl_FrontLightProduct[0].specular * pow(max(dot(R, E), 0.0), 0.3 * gl_FrontMaterial.shininess); - - gl_FragColor = gl_FrontLightModelProduct.sceneColor + Iamb + Idiff + Ispec; + gl_FragColor = texture2D(tex, gl_TexCoord[0].st) * diffuse; } /* vim: set syn=glsl: */ -- cgit v1.2.3