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uniform highp vec3 lightPosition_wrld;
uniform highp vec3 color_mdl;
uniform highp float lightStrength;
uniform highp float ambientStrength;
varying highp vec3 position_wrld;
varying highp vec3 normal_cmr;
varying highp vec3 eyeDirection_cmr;
varying highp vec3 lightDirection_cmr;
varying highp vec2 coords_mdl;
void main() {
highp float heightMod = coords_mdl.y + (1.0 - ambientStrength);
highp vec3 materialDiffuseColor = heightMod * color_mdl;
highp vec3 materialAmbientColor = vec3(ambientStrength, ambientStrength, ambientStrength) * materialDiffuseColor;
highp vec3 materialSpecularColor = vec3(1.0, 1.0, 1.0);
highp float distance = length(lightPosition_wrld - position_wrld);
highp vec3 n = normalize(normal_cmr);
highp vec3 l = normalize(lightDirection_cmr);
highp float cosTheta = dot(n, l);
if (cosTheta < 0.0) cosTheta = 0.0;
else if (cosTheta > 1.0) cosTheta = 1.0;
highp vec3 E = normalize(eyeDirection_cmr);
highp vec3 R = reflect(-l, n);
highp float cosAlpha = dot(E, R);
if (cosAlpha < 0.0) cosAlpha = 0.0;
else if (cosAlpha > 1.0) cosAlpha = 1.0;
gl_FragColor.rgb =
materialAmbientColor +
materialDiffuseColor * lightStrength * (cosTheta * cosTheta) / distance +
materialSpecularColor * lightStrength * (cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha) / distance;
gl_FragColor.a = 1.0;
}
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