[137] | 1 | #version 120
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[139] | 2 |
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| 3 | uniform sampler2D diffuse;
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| 4 | uniform sampler2D specular;
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| 5 | uniform vec4 light_diffuse;
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| 6 | uniform vec4 light_specular;
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| 7 | uniform vec3 custom_color_1;
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| 8 | uniform vec3 custom_color_2;
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| 9 |
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| 10 | varying vec2 v_texcoord;
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| 11 | varying vec3 v_normal;
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| 12 | varying vec3 v_light_vector;
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| 13 | varying vec3 v_view_vector;
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[137] | 14 |
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| 15 | void main(void) {
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[139] | 16 | vec3 nnormal = normalize( v_normal );
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| 17 | vec3 nlight_vector = normalize( v_light_vector );
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| 18 | vec3 nview_vector = normalize( v_view_vector );
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| 19 | vec3 nreflect_vector = reflect( -nlight_vector, nnormal );
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| 20 |
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| 21 | float specular_value = clamp( dot( nreflect_vector, nview_vector ), 0.0, 1.0 );
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| 22 | specular_value = pow( specular_value, 6.0 );
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| 23 | float diffuse_value = max( dot( nlight_vector, nnormal ), 0.0 );
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| 24 |
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| 25 | vec3 diff_texel = vec3( texture2D( diffuse, v_texcoord ) );
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| 26 | vec4 spec_texel = texture2D( specular, v_texcoord );
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| 27 |
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| 28 | float specular_amount = spec_texel.x;
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| 29 | float diffuse_amount = 1.0 - specular_amount;
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| 30 |
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| 31 | vec3 custom_color = (custom_color_1 * (1.0-spec_texel.z) + custom_color_2 * (1.0-spec_texel.a))*0.4;
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| 32 |
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| 33 | float final_specular = specular_amount * specular_value;
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| 34 | float final_diffuse = diffuse_amount * diffuse_value;
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| 35 |
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| 36 | vec3 self_ilum_color = spec_texel.y * diff_texel;
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| 37 | vec3 diffuse_color = light_diffuse.xyz * final_diffuse * clamp( diff_texel + custom_color, 0.0, 1.0 );
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| 38 | vec3 specular_color = light_specular.xyz * final_specular;
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| 39 |
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| 40 | gl_FragColor = vec4( max( self_ilum_color, diffuse_color + specular_color), 1.0 );
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[137] | 41 | } |
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