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39 lines
1.0 KiB
39 lines
1.0 KiB
#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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uniform vec4 U_CameraPos;
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uniform vec4 U_SpecularMaterial;
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uniform vec4 U_SpecularLight;
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varying vec4 V_Normal;
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varying vec4 V_WorldPos;
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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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//specular blin
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vec4 specularColor = vec4(0);
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if(diffuseIntensity > 0.0) {
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vec3 vd = normalize((U_CameraPos - V_WorldPos).xyz);
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vec3 halfD = normalize(L+vd);
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float specularIntensity = pow(max(0.0, dot(n, halfD)),32.0);
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specularColor = U_SpecularMaterial * U_SpecularLight * specularIntensity;
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}
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gl_FragColor=ambirntColor + diffuseColor + specularColor;
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}
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