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-rw-r--r--src/extras/shaders/es2/normaldiffusespecularmap.frag32
1 files changed, 32 insertions, 0 deletions
diff --git a/src/extras/shaders/es2/normaldiffusespecularmap.frag b/src/extras/shaders/es2/normaldiffusespecularmap.frag
new file mode 100644
index 000000000..b30c1bd5f
--- /dev/null
+++ b/src/extras/shaders/es2/normaldiffusespecularmap.frag
@@ -0,0 +1,32 @@
+#define FP highp
+
+varying FP vec3 worldPosition;
+varying FP vec2 texCoord;
+varying FP mat3 tangentMatrix;
+
+uniform sampler2D diffuseTexture;
+uniform sampler2D specularTexture;
+uniform sampler2D normalTexture;
+
+// TODO: Replace with a struct
+uniform FP vec3 ka; // Ambient reflectivity
+uniform FP float shininess; // Specular shininess factor
+
+uniform FP vec3 eyePosition;
+
+#pragma include light.inc.frag
+
+void main()
+{
+ // Sample the textures at the interpolated texCoords
+ FP vec4 diffuseTextureColor = texture2D( diffuseTexture, texCoord );
+ FP vec4 specularTextureColor = texture2D( specularTexture, texCoord );
+ FP vec3 normal = 2.0 * texture2D( normalTexture, texCoord ).rgb - vec3( 1.0 );
+
+ // Calculate the lighting model, keeping the specular component separate
+ FP vec3 diffuseColor, specularColor;
+ adsModelNormalMapped(worldPosition, normal, eyePosition, shininess, tangentMatrix, diffuseColor, specularColor);
+
+ // Combine spec with ambient+diffuse for final fragment color
+ gl_FragColor = vec4( ka + diffuseTextureColor.rgb * diffuseColor + specularTextureColor.rgb * specularColor, 1.0 );
+}