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#ifdef GL_ES |
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precision mediump float; |
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#endif |
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uniform vec4 U_AmbientMaterial; |
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uniform vec4 U_AmbientLight; |
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uniform vec4 U_LightPos; |
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uniform vec4 U_DiffuseMaterial; |
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uniform vec4 U_DiffuseLight; |
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varying vec4 V_Normal; |
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void main() |
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{ |
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//ambient |
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vec4 ambirntColor = U_AmbientMaterial*U_AmbientLight; |
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//diffuse |
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vec3 L = normalize(U_LightPos.xyz - vec3(0)); |
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vec3 n = normalize(V_Normal.xyz); |
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float diffuseIntensity = max(0.0, dot(L,n)); |
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vec4 diffuseColor = U_DiffuseMaterial * U_DiffuseLight * diffuseIntensity; |
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gl_FragColor=ambirntColor + diffuseColor; |
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} |