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#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 );
}
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