[189] | 1 | #version 120
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| 2 |
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[239] | 3 | uniform sampler2D nv_t_diffuse;
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[189] | 4 | uniform vec4 light_diffuse;
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| 5 | uniform vec4 light_specular;
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| 6 |
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| 7 | varying vec2 v_texcoord;
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| 8 | varying vec3 v_normal;
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| 9 | varying vec3 v_light_vector;
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| 10 | varying vec3 v_view_vector;
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[239] | 11 |
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[189] | 12 | void main(void) {
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[239] | 13 | vec3 diff_texel = vec3( texture2D( nv_t_diffuse, v_texcoord ) );
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| 14 |
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[189] | 15 | vec3 nnormal = normalize( v_normal );
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| 16 | vec3 nlight_vector = normalize( v_light_vector );
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| 17 | vec3 nreflect_vector = reflect( -nlight_vector, nnormal );
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| 18 |
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[239] | 19 | float specular_amount = 0.2;
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| 20 | float diffuse_amount = 1.0 - specular_amount;
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[189] | 21 |
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[239] | 22 | float dot_prod_specular = dot( nreflect_vector, normalize( v_view_vector ) );
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| 23 | float dot_prod_diffuse = dot( nlight_vector, nnormal );
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[189] | 24 |
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[239] | 25 | float diffuse_factor = max( dot_prod_diffuse, 0.0 );
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| 26 | float specular_factor = pow( max( dot_prod_specular, 0.0 ), 16.0 ); // 100.0
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| 27 |
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| 28 | float final_diffuse = diffuse_amount * diffuse_factor * 0.5;
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| 29 | float final_specular = specular_amount * specular_factor;
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| 30 |
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| 31 | vec3 diffuse_color = light_diffuse.xyz * final_diffuse * diff_texel;
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[189] | 32 | vec3 specular_color = light_specular.xyz * final_specular;
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[239] | 33 | vec3 self_ilum_color = vec3 (0.0, 0.0, 0.0);
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| 34 | vec3 ambient_color = vec3 (0.0, 0.0, 0.0);
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[189] | 35 |
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[239] | 36 | gl_FragColor = vec4( max( self_ilum_color, diffuse_color + specular_color + ambient_color ), 1.0 );
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| 37 | }
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