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#version 150
varying highp vec2 UV;
varying highp vec3 coords_mdl;
varying highp vec3 position_wrld;
flat in highp vec3 normal_cmr;
varying highp vec3 eyeDirection_cmr;
varying highp vec3 lightDirection_cmr;
uniform highp vec3 lightPosition_wrld;
uniform highp vec3 color_mdl;
uniform highp float lightStrength;
uniform highp float ambientStrength;
void main() {
highp vec3 materialDiffuseColor = vec3(position_wrld.y, 1.0 - position_wrld.y, 0.0);
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 = clamp(dot(n, l), 0.0, 1.0);
highp vec3 E = normalize(eyeDirection_cmr);
highp vec3 R = reflect(-l, n);
highp float cosAlpha = clamp(dot(E, R), 0.0, 1.0);
// gl_FragColor.rgb = n;
gl_FragColor.rgb =
materialAmbientColor +
materialDiffuseColor * lightStrength * pow(cosTheta, 2) / distance +
materialSpecularColor * lightStrength * pow(cosAlpha, 10) / distance;
gl_FragColor.a = 1.0;
// gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
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