paintf.glsl revision 9cc290038ca3ee06ed34d172bbd139ea13bafd1b
1varying vec3 varWorldPos;
2varying vec3 varWorldNormal;
3varying vec2 varTex0;
4
5void main() {
6
7   vec3 V = normalize(UNI_cameraPos.xyz - varWorldPos.xyz);
8   vec3 worldNorm = normalize(varWorldNormal);
9
10   vec3 light0Vec = V;
11   vec3 light0R = reflect(light0Vec, worldNorm);
12   float light0_Diffuse = clamp(dot(worldNorm, light0Vec), 0.01, 0.99);
13   float light0Spec = clamp(dot(-light0R, V), 0.001, 1.0);
14   float light0_Specular = pow(light0Spec, 150.0) * 0.5;
15
16   vec2 t0 = varTex0.xy;
17   lowp vec4 col = texture2D(UNI_diffuse, t0).rgba;
18   col.xyz = col.xyz * light0_Diffuse * 1.1;
19   col.xyz += light0_Specular * vec3(0.8, 0.8, 1.0);
20
21   float fresnel = mix(pow(1.0 - light0_Diffuse, 15.0), 1.0, 0.1);
22   col.xyz = mix(col.xyz, textureCube(UNI_reflection, -light0R).rgb * 2.4, fresnel);
23   col.w = 0.8;
24   gl_FragColor = col;
25}
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