#version 330 core in vec3 FragPos; in vec3 LocalPos; in vec3 Backside; in float BacksideIrradiance; in vec3 Normal; out vec4 FragColor; uniform vec3 objectColor; uniform vec3 lightColor; uniform vec3 lightPos; uniform vec3 viewPos; uniform float transmittanceScale; uniform int renderState; uniform float powBase; uniform float powFactor; void main() { // phong lighting vec3 norm = normalize(Normal); vec3 lightDir = normalize(lightPos - FragPos); float diff = max(dot(norm, lightDir), 0.0); vec3 diffuse = diff * lightColor; float ambientStrength = 0.1; vec3 ambient = ambientStrength * lightColor; float specularStrength = 0.5; vec3 viewDir = normalize(viewPos - FragPos); vec3 reflectDir = reflect(-lightDir, norm); float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32); vec3 specular = specularStrength * spec * lightColor; vec3 result = (ambient + diffuse + specular) * objectColor; // thickness float distanceToBackside = length(FragPos - Backside); if (distanceToBackside != 0) { // add translucency by amplifying color inverse to the thickness // (1 - diff) is part of the irradiance term, // if the light hits the object straight at 90° // most light is received result += objectColor * pow(powBase, powFactor / pow(distanceToBackside, 0.6)) * transmittanceScale * (1 - diff); } FragColor = vec4(result, 1.0f); }