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glsl-specular-phong v1.0.0

Phong specular distribution in GLSL


Computes the Phong specular weight for a light source


#pragma glslify: phongSpec = require(glsl-specular-phong)

uniform vec3 eyePosition;
uniform vec3 lightPosition;

uniform float shininess;

varying vec3 surfacePosition;
varying vec3 surfaceNormal;

void main() {
  vec3 eyeDirection = normalize(eyePosition - surfacePosition);
  vec3 lightDirection = normalize(lightPosition - surfacePosition);
  vec3 normal = normalize(surfaceNormal);

  float power = blinnPhongSpec(lightDirection, viewDirection, normal, shininess);

  gl_FragColor = vec4(power,power,power,1.0);


Install with npm:

npm install glsl-specular-phong

Then use with glslify.


#pragma glslify: phong = require(glsl-specular-phong)
float phong(vec3 lightDir, vec3 eyeDir, vec3 normal, float shininess)

Computes the specular power in the Phong lighting model.

  • lightDir is a unit length vec3 pointing from the surface point toward the light
  • eyeDir is a unit length vec3 pointing from the surface point toward the camera
  • normal is the surface normal at the sample point
  • shininess is the exponent in the Phong equation

Returns A float representing the specular power


(c) 2014 Mikola Lysenko. MIT License

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