shader2f.glsl revision e5f2f66f8c802d64ecf869081036ae13d4e9e19c
1varying vec3 varWorldPos;
2varying vec3 varWorldNormal;
3varying vec2 varTex0;
4
5void main() {
6
7   vec3 V = normalize(-varWorldPos.xyz);
8   vec3 worldNorm = normalize(varWorldNormal);
9
10   vec3 light0Vec = normalize(UNI_light0_Posision.xyz - varWorldPos);
11   vec3 light0R = -reflect(light0Vec, worldNorm);
12   float light0_Diffuse = clamp(dot(worldNorm, light0Vec), 0.0, 1.0) * UNI_light0_Diffuse;
13   float light0Spec = clamp(dot(light0R, V), 0.001, 1.0);
14   float light0_Specular = pow(light0Spec, UNI_light0_CosinePower) * UNI_light0_Specular;
15
16   vec3 light1Vec = normalize(UNI_light1_Posision.xyz - varWorldPos);
17   vec3 light1R = reflect(light1Vec, worldNorm);
18   float light1_Diffuse = clamp(dot(worldNorm, light1Vec), 0.0, 1.0) * UNI_light1_Diffuse;
19   float light1Spec = clamp(dot(light1R, V), 0.001, 1.0);
20   float light1_Specular = pow(light1Spec, UNI_light1_CosinePower) * UNI_light1_Specular;
21
22   vec2 t0 = varTex0.xy;
23   lowp vec4 col = texture2D(UNI_Tex0, t0).rgba;
24   col.xyz = col.xyz * (light0_Diffuse * UNI_light0_DiffuseColor.xyz + light1_Diffuse * UNI_light1_DiffuseColor.xyz);
25   col.xyz += light0_Specular * UNI_light0_SpecularColor.xyz;
26   col.xyz += light1_Specular * UNI_light1_SpecularColor.xyz;
27   gl_FragColor = col;
28}
29
30