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30 lines
823 B
30 lines
823 B
#ifdef GL_ES
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precision mediump float;
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#endif;
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attribute vec4 position;
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attribute vec4 texcoord;
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attribute vec2 normal;
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uniform mat4 ModelMatrix;
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uniform mat4 ViewMatrix;
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uniform mat4 ProjectionMatrix;
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uniform mat4 IT_ModelMatrix;
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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_Color;
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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 L = normalize(U_LightPos.xyz - vec3(0));
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vec3 n = normalize(IT_ModelMatrix * 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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V_Color = ambientColor + diffuseColor;
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gl_Position = ProjectionMatrix * ViewMatrix * ModelMatrix * position;
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}
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