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32 lines
976 B
32 lines
976 B
uniform vec4 U_AmbientMaterial;
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uniform vec4 U_AmbientLight;
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uniform vec4 U_DiffuseMaterial;
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uniform vec4 U_DiffuseLight;
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uniform vec4 U_SpecularMaterial;
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uniform vec4 U_SpecularLight;
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uniform vec4 U_LightPos;
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uniform vec4 U_CameraPos;
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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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//ambient
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vec4 ambientColor = U_AmbientMaterial * U_AmbientLight;
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//diffuse
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vec3 n = normalize(V_Normal.xyz);
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vec3 l = normalize(U_LightPos - vec3(0));
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float duffuseIntensity = max(0.0, dot(l,n));
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vec4 duffuseColor = U_DiffuseMaterial * U_DiffuseLight * duffuseIntensity;
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//specular
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vec4 specularColor = vec4(0);
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if(duffuseIntensity > 0){
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vec3 rd = normalize(reflect(-l,n));
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vec3 vd = normalize((U_CameraPos - V_WorldPos).xyz);
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float specularIntensity = pow(max(0.0,dot(vd,rd)), 128);
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specularColor = U_SpecularMaterial * U_SpecularLight * specularIntensity;
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}
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gl_FragColor = ambientColor + duffuseColor + specularColor;
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}
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