blob: 5fc05f14a81250f527db8ea945f54a206c16de26 [file] [log] [blame]
Alex Sakhartchoukc29a4442011-02-22 10:30:32 -08001varying 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