corrected phong lighting shader
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8bd56f42aa
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@ -1,7 +1,9 @@
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varying vec3 eye_pos_i;
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uniform vec4 ambient, diffuse, specular;
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uniform float shininess;
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varying vec3 pos_i;
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varying vec3 normal_i;
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varying vec4 diffuse_i;
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void main(void)
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{
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@ -9,8 +11,8 @@ void main(void)
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vec4 color;
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float NdotL, RdotEye;
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lightDir = vec3(-0.1, 0, -0.9);
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color = vec4(0.2, 0.2, 0.2, 1.0); /* ambient light */
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lightDir = normalize(vec3(-0.4, 0, -0.9));
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color = vec4(0.2, 0.2, 0.2, 1.0) * ambient; /* ambient light */
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n = normalize(normal_i);
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NdotL = max(dot(n, -lightDir), 0.0);
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@ -18,12 +20,12 @@ void main(void)
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if (NdotL > 0.0)
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{
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/* diffuse component */
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color += diffuse_i * NdotL;
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color += diffuse * NdotL;
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/* specular component */
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RdotEye = dot(normalize(eye_pos_i), normalize(reflect(-lightDir, n)));
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RdotEye = dot(normalize(-pos_i), normalize(reflect(-lightDir, n)));
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if (RdotEye > 0.0)
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{
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color += pow(RdotEye, 96.5);
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color += clamp(specular * pow(RdotEye, shininess), 0.0, 1.0);
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}
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}
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@ -27,6 +27,7 @@ const GLushort indices[] = {
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0, 1, 2, 3, 4, 5
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};
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GLuint program, vs, fs, data_vbo, index_vbo;
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GLint ambient_loc, diffuse_loc, specular_loc, shininess_loc;
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enum Locations {
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LOC_POSITION,
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LOC_COLOR,
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@ -171,6 +172,17 @@ bool init(int width, int height)
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return false;
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}
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ambient_loc = glGetUniformLocation(program, "ambient");
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diffuse_loc = glGetUniformLocation(program, "diffuse");
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specular_loc = glGetUniformLocation(program, "specular");
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shininess_loc = glGetUniformLocation(program, "shininess");
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glUseProgram(program);
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glUniform4f(ambient_loc, 0.2, 0.2, 0.2, 1.0);
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glUniform4f(diffuse_loc, 1.0, 0.6, 0.0, 1.0);
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glUniform4f(specular_loc, 1.0, 1.0, 1.0, 1.0);
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glUniform1f(shininess_loc, 85.0);
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data_vbo = makeBuffer(GL_ARRAY_BUFFER, data, sizeof(data));
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index_vbo = makeBuffer(GL_ELEMENT_ARRAY_BUFFER, indices, sizeof(indices));
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@ -1,16 +1,13 @@
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attribute vec3 pos;
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attribute vec3 color;
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attribute vec3 normal;
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varying vec3 eye_pos_i;
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varying vec3 pos_i;
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varying vec3 normal_i;
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varying vec4 diffuse_i;
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void main(void)
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{
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gl_Position = gl_ModelViewProjectionMatrix * vec4(pos, 1);
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eye_pos_i = vec3(gl_Position.x, gl_Position.y, gl_Position.z);
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pos_i = vec3(gl_Position.x, gl_Position.y, gl_Position.z);
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normal_i = gl_NormalMatrix * normal;
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diffuse_i = vec4(color, 1);
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}
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