Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- #version 330
- out vec4 out_Color;
- in vec4 ex_worldNormal;
- in vec4 ex_worldPosition;
- in mat4 ViewMatrix1;
- void main(void)
- {
- vec4 N = normalize(ex_worldNormal);
- vec4 svetlo1 = vec4(10.0, 10.0, 10.0, 1.0);
- vec4 svetlo2 = vec4(1.0, 1.0, 1.0, 1.0);
- vec4 L1 = normalize(svetlo1 - ex_worldPosition);
- vec4 L2 = normalize(svetlo2 - ex_worldPosition);
- vec4 R = normalize(reflect(L2, N));
- vec4 V = normalize(vec4(8, 8, -3, 1) - ex_worldPosition); //(20, 20, 3, 1)
- float dot_product = max(dot(L1, N), 0.0);
- vec4 diffuse = dot_product * vec4(0.385, 0.647, 0.812, 1.0);
- vec4 ambient = vec4(0.1, 0.1, 0.1, 1.0);
- float dot_product1 = max(dot(V, R), 0.0);
- float zrcadlo_slozka = pow(dot_product1, 10);
- vec4 zrcadlo = zrcadlo_slozka*vec4(1.0, 1.0, 1.0, 1.0);
- out_Color = ambient + diffuse + zrcadlo;
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement