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25 lines
583 B
25 lines
583 B
#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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}
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