// GL Shading Language version 1.0 Fragment Shader // Orion Sky Lawlor, olawlor@acm.org, 2005/2/10 (Public Domain) // Vertex/fragment shader interface varying vec4 world; // World position varying vec4 worldN; // World normal varying vec4 albedo; // Material diffuse color varying vec4 viewdir; // Viewer direction (to camera) uniform sampler3D myNoise; void main(void) { vec4 N=worldN; N=normalize(N); // Specular term: reflect and look up in environment map vec4 specular=texture3D(myNoise,vec3(normalize(reflect(-viewdir,N)))); // Diffuse term: usual lambertian+ambient vec4 diffuse=(0.1+0.6*clamp(dot(N,gl_LightSource[0].position),0.0,1.0))*albedo; // Lerp between specular and diffuse based on fresnel factor: float fresnel=0.03+0.8*pow(1.0-clamp(dot(viewdir,N),0.0,1.0),4.0); gl_FragColor=diffuse+fresnel*(specular-diffuse); }