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 nnormal = normalize( v_normal );
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14 | vec3 nlight_vector = normalize( v_light_vector );
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15 | vec3 nview_vector = normalize( v_view_vector );
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16 | vec3 nreflect_vector = reflect( -nlight_vector, nnormal );
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17 |
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18 | float specular_value = clamp( dot( nreflect_vector, nview_vector ), 0.0, 1.0 );
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19 | specular_value = pow( specular_value, 6.0 );
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20 | float diffuse_value = max( dot( nlight_vector, nnormal ), 0.0 );
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21 |
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22 | vec3 diff_texel = vec3( texture2D( nv_t_diffuse, v_texcoord ) );
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23 |
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24 | float final_specular = specular_value * 0.2;
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25 | float final_diffuse = diffuse_value * 0.5;
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26 | float final_ambient = 0.3;
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27 |
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28 | vec3 ambient_color = final_ambient * diff_texel;
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29 | vec3 diffuse_color = light_diffuse.xyz * final_diffuse * diff_texel;
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30 | vec3 specular_color = light_specular.xyz * final_specular;
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31 |
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32 | gl_FragColor = vec4( ambient_color + diffuse_color + specular_color, 1.0 );
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33 | // gl_FragColor = vec4( diff_texel, 1.0 );
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34 | } |
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