#version 330 core\r
\r
in vec3 FragPos;\r
+in vec3 LocalPos;\r
+in vec3 Backside;\r
+in float BacksideIrradiance;\r
in vec3 Normal;\r
\r
out vec4 FragColor;\r
\r
-uniform sampler2D shadowmapTexture;\r
-\r
uniform vec3 objectColor;\r
uniform vec3 lightColor;\r
uniform vec3 lightPos;\r
uniform vec3 viewPos;\r
+uniform float transmittanceScale;\r
+uniform int renderState;\r
+uniform float powBase;\r
+uniform float powFactor;\r
\r
void main()\r
{\r
+ // phong lighting\r
vec3 norm = normalize(Normal);\r
vec3 lightDir = normalize(lightPos - FragPos);\r
\r
vec3 specular = specularStrength * spec * lightColor;\r
\r
vec3 result = (ambient + diffuse + specular) * objectColor;\r
+\r
+ // thickness\r
+ float distanceToBackside = length(FragPos - Backside);\r
+\r
+ if (renderState == 2) {\r
+ if (distanceToBackside != 0) {\r
+ // add translucency by amplifying color inverse to the thickness\r
+ // (1 - diff) is part of the irradiance term,\r
+ // if the light hits the object straight at 90°\r
+ // most light is received\r
+ result += objectColor * pow(powBase, powFactor / pow(distanceToBackside, 0.6)) * transmittanceScale * (1 - diff);\r
+ }\r
+ }\r
+ \r
FragColor = vec4(result, 1.0f);\r
}\r