vec4 add_light(vec4 raw_color, vec3 point, vec3 unit_normal, vec3 light_coords, float gloss, float shadow){ if(gloss == 0.0 && shadow == 0.0) return raw_color; // TODO, do we actually want this? It effectively treats surfaces as two-sided if(unit_normal.z < 0){ unit_normal *= -1; } float camera_distance = 6; // TODO, read this in as a uniform? // Assume everything has already been rotated such that camera is in the z-direction vec3 to_camera = vec3(0, 0, camera_distance) - point; vec3 to_light = light_coords - point; vec3 light_reflection = -to_light + 2 * unit_normal * dot(to_light, unit_normal); float dot_prod = dot(normalize(light_reflection), normalize(to_camera)); float shine = gloss * exp(-3 * pow(1 - dot_prod, 2)); float dp2 = dot(normalize(to_light), unit_normal); float darkening = mix(1, max(dp2, 0), shadow); return vec4( darkening * mix(raw_color.rgb, vec3(1.0), shine), raw_color.a ); }