Updated shader (markdown)

reduz 2014-06-22 07:27:08 -07:00
parent e2ded77048
commit 82a43d22e8

@ -230,6 +230,19 @@ Material that glows from red to white:
DIFFUSE = vec3(1,0,0) + vec(1,1,1)*mod(TIME,1.0);
```
Standard Blinn Lighting Shader
```c
float NdotL = max(0.0,dot( NORMAL, LIGHT_DIR ));
vec3 half_vec = normalize(LIGHT_DIR + EYE_VEC);
float eye_light = max(dot(NORMAL, half_vec),0.0);
LIGHT = LIGHT_DIFFUSE * DIFFUSE * NdotL;
if (NdotL > 0.0) {
LIGHT+=LIGHT_SPECULAR * SPECULAR * pow( eye_light, SPECULAR_EXP );
};
```
### Notes