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Fragment shader for torus - Texture Mapping
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#version 450 core | |
uniform bool enableRimLight; | |
uniform sampler2D sampler; | |
in VS_OUT { | |
in vec3 N; | |
in vec3 L; | |
in vec3 V; | |
in vec2 tc; | |
} fs_in; | |
out vec4 color; | |
void main() | |
{ | |
// normalise vectors | |
vec3 N = normalize(fs_in.N); | |
vec3 L = normalize(fs_in.L); | |
vec3 V = normalize(fs_in.V); | |
// ambient | |
vec3 camb = vec3(0.1); | |
// texture | |
vec3 texCol = texture(sampler, fs_in.tc).xyz; | |
// diffuse | |
float diff = max(dot(N, L), 0.0); | |
vec3 Ka = texCol; | |
float Ia = 0.5; | |
vec3 cdiff = diff*Ka*Ia; | |
// specular | |
vec3 Ks = vec3(1.0, 1.0, 1.0); | |
float Is = 1.0; | |
vec3 R = reflect(-L, N); | |
float a = 32.0; | |
float spec = pow(max(dot(R, V), 0.0), a); | |
vec3 cspec = spec*Ks*Is; | |
// rim light | |
vec3 crim = vec3(0.0); | |
if (enableRimLight) { | |
float rim = (1.0 - dot(N, V)); | |
rim = smoothstep(0.0, 1.0, rim); | |
float rim_exp = 3.5; | |
rim = pow(rim, rim_exp); | |
vec3 rim_col = vec3(0.1, 0.1, 0.1); | |
crim = rim * rim_col; | |
} | |
// final color | |
color = vec4(camb + cdiff + cspec + crim, 1.0); | |
} |
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