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//
// glass.frag: Fragment shader for doing a glass-like effect
//
// author: John Kessenich
//
// Copyright (c) 2002: 3Dlabs, Inc.
//
varying vec3 LightDir;
varying vec3 EyeDir;
varying vec3 Normal;
uniform vec4 GlassColor;
uniform vec4 SpecularColor1;
uniform vec4 SpecularColor2;
uniform float SpecularFactor1;
uniform float SpecularFactor2;
void main (void)
{
vec4 color;
vec3 reflectDir = -reflect(LightDir, Normal);
//
// Uncomment this line for a cool solid look.
// Comment it out for light shining off of flat glass.
//
reflectDir = reflectDir;
float spec = max(dot(EyeDir, reflectDir), 0.0);
//
// Compute two rings of specular effect.
//
spec = spec * spec;
//
// Basic glass color + first specular effect
//
color = GlassColor + SpecularFactor1 * spec * SpecularColor1;
//
// Second specular effect
//
spec = pow(spec, 8.0) * SpecularFactor2;
color += spec * SpecularColor2;
gl_FragColor = min(color, vec4(1.0));
}
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