Roi Atalla avatar Roi Atalla committed 86ad406

Replaced two shaders.

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Files changed (2)

src/main/java/com/ra4king/opengl/arcsynthesis/gl33/chapter11/example3/example11.3.BlinnLighting.frag

+#version 330
+
+in vec4 diffuseColor;
+in vec3 vertexNormal;
+in vec3 cameraSpacePosition;
+
+out vec4 outputColor;
+
+uniform vec4 lightIntensity;
+uniform vec4 ambientIntensity;
+
+uniform vec3 cameraSpaceLightPos;
+
+uniform float lightAttenuation;
+
+const vec4 specularColor = vec4(0.25, 0.25, 0.25, 1.0);
+uniform float shininessFactor;
+
+float CalcAttenuation(in vec3 cameraSpacePosition, out vec3 lightDirection)
+{
+	vec3 lightDifference = cameraSpaceLightPos - cameraSpacePosition;
+	float lightDistanceSqr = dot(lightDifference, lightDifference);
+	lightDirection = lightDifference * inversesqrt(lightDistanceSqr);
+	
+	return 1.0/ (1.0 + lightAttenuation * sqrt(lightDistanceSqr));
+}
+
+void main() {
+	vec3 lightDir = vec3(0.0);
+	float atten = CalcAttenuation(cameraSpacePosition, lightDir);
+	vec4 attenIntensity = atten * lightIntensity;
+	
+	vec3 surfaceNormal = normalize(vertexNormal);
+	float cosAngIncidence = dot(surfaceNormal, lightDir);
+	cosAngIncidence = clamp(cosAngIncidence, 0.0, 1.0);
+	
+	vec3 viewDirection = normalize(-cameraSpacePosition);
+	
+	vec3 halfAngle = normalize(lightDir + viewDirection);
+	float blinnTerm = dot(surfaceNormal, halfAngle);
+	blinnTerm = clamp(blinnTerm, 0.0, 1.0);
+	blinnTerm = cosAngIncidence != 0.0 ? blinnTerm : 0.0;
+	blinnTerm = pow(blinnTerm, shininessFactor);
+	
+	outputColor = diffuseColor  * attenIntensity * cosAngIncidence +
+				  specularColor * attenIntensity * blinnTerm 	   +
+				  diffuseColor  * ambientIntensity;
+}

src/main/java/com/ra4king/opengl/arcsynthesis/gl33/chapter11/example3/example11.3.BlinnOnly.frag

+#version 330
+
+in vec4 diffuseColor;
+in vec3 vertexNormal;
+in vec3 cameraSpacePosition;
+
+out vec4 outputColor;
+
+uniform vec4 lightIntensity;
+uniform vec4 ambientIntensity;
+
+uniform vec3 cameraSpaceLightPos;
+
+uniform float lightAttenuation;
+
+const vec4 specularColor = vec4(0.25, 0.25, 0.25, 1.0);
+uniform float shininessFactor;
+
+float CalcAttenuation(in vec3 cameraSpacePosition, out vec3 lightDirection)
+{
+	vec3 lightDifference = cameraSpaceLightPos - cameraSpacePosition;
+	float lightDistanceSqr = dot(lightDifference, lightDifference);
+	lightDirection = lightDifference * inversesqrt(lightDistanceSqr);
+	
+	return 1.0 / (1.0 + lightAttenuation * sqrt(lightDistanceSqr));
+}
+
+void main()
+{
+	vec3 lightDir = vec3(0.0);
+	float atten = CalcAttenuation(cameraSpacePosition, lightDir);
+	vec4 attenIntensity = atten * lightIntensity;
+	
+	vec3 surfaceNormal = normalize(vertexNormal);
+	
+	vec3 viewDirection = normalize(-cameraSpacePosition);
+	
+	vec3 halfAngle = normalize(lightDir + viewDirection);
+	float blinnTerm = dot(surfaceNormal, halfAngle);
+	blinnTerm = clamp(blinnTerm, 0.0, 1.0);
+	blinnTerm = dot(surfaceNormal, lightDir) >= 0.0 ? blinnTerm : 0.0;
+	blinnTerm = pow(blinnTerm, shininessFactor);
+	
+	outputColor = specularColor * attenIntensity * blinnTerm + diffuseColor * ambientIntensity;
+}
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