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