| Alex Sakhartchouk | c29a444 | 2011-02-22 10:30:32 -0800 | [diff] [blame] | 1 | varying vec3 varWorldPos; |
| 2 | varying vec3 varWorldNormal; |
| 3 | varying vec2 varTex0; |
| 4 | |
| 5 | void 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 | |