Files
manim/manimlib/shaders/add_light.glsl
2020-06-06 16:55:56 -07:00

22 lines
997 B
GLSL

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
);
}