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? For VMobjects its nice to just choose whichever unit normal // is pointing towards the camera. if(unit_normal.z < 0){ unit_normal *= -1; } float camera_distance = 6; // 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)); return vec4( mix(raw_color.rgb, vec3(1.0), shine), raw_color.a ); }