30 lines
1.0 KiB
GLSL
30 lines
1.0 KiB
GLSL
varying vec3 varWorldPos;
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varying vec3 varWorldNormal;
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varying vec2 varTex0;
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void main() {
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vec3 V = normalize(UNI_cameraPos.xyz - varWorldPos.xyz);
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vec3 worldNorm = normalize(varWorldNormal);
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vec3 light0Vec = normalize(UNI_lightPos_0.xyz - varWorldPos.xyz);
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vec3 light0R = reflect(light0Vec, worldNorm);
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float light0_Diffuse = clamp(dot(worldNorm, light0Vec), 0.0, 1.0);
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float light0Spec = clamp(dot(-light0R, V), 0.001, 1.0);
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float light0_Specular = pow(light0Spec, 10.0) * 0.7;
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vec3 light1Vec = normalize(UNI_lightPos_1.xyz - varWorldPos.xyz);
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vec3 light1R = reflect(light1Vec, worldNorm);
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float light1_Diffuse = clamp(dot(worldNorm, light1Vec), 0.0, 1.0);
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float light1Spec = clamp(dot(-light1R, V), 0.001, 1.0);
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float light1_Specular = pow(light1Spec, 10.0) * 0.7;
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vec2 t0 = varTex0.xy;
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lowp vec4 col = UNI_diffuse;
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col.xyz = col.xyz * (light0_Diffuse * UNI_lightColor_0.xyz +
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light1_Diffuse * UNI_lightColor_1.xyz);
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col.xyz += (light0_Specular + light1_Specular);
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gl_FragColor = col;
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}
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