1 | #version 120
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2 |
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3 | uniform sampler2D nv_t_diffuse;
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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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11 |
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12 | void main(void) {
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13 | vec3 diff_texel = vec3( texture2D( nv_t_diffuse, v_texcoord ) );
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14 |
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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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19 | float specular_amount = 0.2;
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20 | float diffuse_amount = 1.0 - specular_amount;
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21 |
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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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24 |
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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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32 | vec3 specular_color = light_specular.xyz * final_specular;
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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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35 |
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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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