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#ifdef GL_ES precision mediump float; #endif uniform vec4 U_LightPos; uniform vec4 U_LightAmbient; uniform vec4 U_LightDiffuse; uniform vec4 U_AmbientMaterial; uniform vec4 U_DiffuseMaterial; varying vec4 V_Color; varying vec3 V_Normal; varying vec3 V_WorldPos; void main() { vec4 color=vec4(0.0,0.0,0.0,0.0); vec4 ambientColor=U_LightAmbient*U_AmbientMaterial; float distance=0.0; float constantFactor=1.0; float linearFactor=0.0; float quadricFactor=0.0; vec3 L=U_LightPos.xyz-V_WorldPos; distance=length(L); float attenuation=1.0/(constantFactor+linearFactor*distance+quadricFactor*quadricFactor*distance); L=normalize(L); vec3 n=normalize(V_Normal); float diffuseIntensity=max(0.0,dot(L,n)); vec4 diffuseColor=U_LightDiffuse*U_DiffuseMaterial*diffuseIntensity*attenuation*4.0; color=ambientColor+diffuseColor; gl_FragData[0]=color*V_Color; gl_FragData[1]=color*V_Color; }
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