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manim/manimlib/shaders/add_light.glsl

22 lines
1008 B
GLSL

vec4 add_light(vec4 raw_color, vec3 point, vec3 unit_normal, vec3 light_coords, float gloss){
if(gloss == 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 shadow = ((dp2 + 2.0) / 3.0); // TODO, this should come from the mobject in some way
return vec4(
shadow * mix(raw_color.rgb, vec3(1.0), shine),
raw_color.a
);
}