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-rw-r--r--src/extras/shaders/es2/diffusespecularmap.frag27
1 files changed, 27 insertions, 0 deletions
diff --git a/src/extras/shaders/es2/diffusespecularmap.frag b/src/extras/shaders/es2/diffusespecularmap.frag
new file mode 100644
index 000000000..4d776772c
--- /dev/null
+++ b/src/extras/shaders/es2/diffusespecularmap.frag
@@ -0,0 +1,27 @@
+#define FP highp
+
+// TODO: Replace with a struct
+uniform FP vec3 ka; // Ambient reflectivity
+uniform FP float shininess; // Specular shininess factor
+
+uniform FP vec3 eyePosition;
+
+uniform sampler2D diffuseTexture;
+uniform sampler2D specularTexture;
+
+varying FP vec3 worldPosition;
+varying FP vec3 worldNormal;
+varying FP vec2 texCoord;
+
+#pragma include light.inc.frag
+
+void main()
+{
+ FP vec3 diffuseTextureColor = texture2D( diffuseTexture, texCoord ).rgb;
+ FP vec3 specularTextureColor = texture2D( specularTexture, texCoord ).rgb;
+
+ FP vec3 diffuseColor, specularColor;
+ adsModel(worldPosition, worldNormal, eyePosition, shininess, diffuseColor, specularColor);
+
+ gl_FragColor = vec4( diffuseTextureColor * ( ka + diffuseColor ) + specularTextureColor * specularColor, 1.0 );
+}