shaderv.glsl revision e5f2f66f8c802d64ecf869081036ae13d4e9e19c
1varying float light0_Diffuse;
2varying float light0_Specular;
3varying float light1_Diffuse;
4varying float light1_Specular;
5varying vec2 varTex0;
6
7// This is where actual shader code begins
8void main() {
9   vec4 worldPos = UNI_model * ATTRIB_position;
10   gl_Position = UNI_proj * worldPos;
11
12   mat3 model3 = mat3(UNI_model[0].xyz, UNI_model[1].xyz, UNI_model[2].xyz);
13   vec3 worldNorm = model3 * ATTRIB_normal;
14   vec3 V = normalize(-worldPos.xyz);
15
16   vec3 light0Vec = normalize(UNI_light0_Posision.xyz - worldPos.xyz);
17   vec3 light0R = -reflect(light0Vec, worldNorm);
18   light0_Diffuse = clamp(dot(worldNorm, light0Vec), 0.0, 1.0) * UNI_light0_Diffuse;
19   float light0Spec = clamp(dot(light0R, V), 0.001, 1.0);
20   light0_Specular = pow(light0Spec, UNI_light0_CosinePower) * UNI_light0_Specular;
21
22   vec3 light1Vec = normalize(UNI_light1_Posision.xyz - worldPos.xyz);
23   vec3 light1R = reflect(light1Vec, worldNorm);
24   light1_Diffuse = clamp(dot(worldNorm, light1Vec), 0.0, 1.0) * UNI_light1_Diffuse;
25   float light1Spec = clamp(dot(light1R, V), 0.001, 1.0);
26   light1_Specular = pow(light1Spec, UNI_light1_CosinePower) * UNI_light1_Specular;
27
28   gl_PointSize = 1.0;
29   varTex0 = ATTRIB_texture0;
30}
31