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