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28 lines
532 B
28 lines
532 B
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uniform vec3 U_LightPos;
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uniform vec4 U_AmbientLightColor;
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uniform vec4 U_AmbientMaterial;
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uniform vec4 U_DiffuseLightColor;
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uniform vec4 U_DiffuseMaterial;
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varying vec3 V_Normal;
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void main()
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{
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//ambient
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vec4 ambientColor=U_AmbientLightColor*U_AmbientMaterial;
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//diffuse
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//L vector
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vec3 L=U_LightPos;
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L=normalize(L);
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//N vector
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vec3 n=normalize(V_Normal);
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float diffuseIntensity=max(0.0,dot(L,n));
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vec4 diffuseColor=U_DiffuseLightColor*U_DiffuseMaterial*diffuseIntensity;
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gl_FragColor=ambientColor+diffuseColor;
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}
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