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Lynix

Nazara: Directionnal-Lighting fragment shader

Jan 29th, 2013
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  1. vec3 lightDir = normalize(-LightDirection);    
  2.  
  3. light += LightAmbient * (MaterialAmbient + SceneAmbient);
  4.  
  5. float lambert = max(dot(normal, lightDir), 0.0);
  6. light += lambert * LightDiffuse * MaterialDiffuse; 
  7.  
  8. if (MaterialShininess > 0.0)
  9. {
  10.     vec3 reflection = reflect(-lightDir, normal);
  11.     vec3 eyeVec = normalize(CameraPosition - vWorldPos);
  12.  
  13.     float specular = pow(max(dot(reflection, eyeVec), 0.0), MaterialShininess);
  14.     light += specular * LightSpecular * MaterialSpecular;
  15. }
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