#version 120 uniform sampler2D nv_diffuse; uniform sampler2D nv_specular; uniform vec4 light_diffuse; uniform vec4 light_specular; uniform vec3 custom_color_1; uniform vec3 custom_color_2; varying vec2 v_texcoord; varying vec3 v_normal; varying vec3 v_light_vector; varying vec3 v_view_vector; void main(void) { vec3 nnormal = normalize( v_normal ); vec3 nlight_vector = normalize( v_light_vector ); vec3 nview_vector = normalize( v_view_vector ); vec3 nreflect_vector = reflect( -nlight_vector, nnormal ); float specular_value = clamp( dot( nreflect_vector, nview_vector ), 0.0, 1.0 ); specular_value = pow( specular_value, 6.0 ); float diffuse_value = max( dot( nlight_vector, nnormal ), 0.0 ); vec3 diff_texel = vec3( texture2D( nv_diffuse, v_texcoord ) ); vec4 spec_texel = texture2D( nv_specular, v_texcoord ); float specular_amount = spec_texel.x; float diffuse_amount = 1.0 - specular_amount; vec3 custom_color = (custom_color_1 * (1.0-spec_texel.z) + custom_color_2 * (1.0-spec_texel.a))*0.4; float final_specular = specular_amount * specular_value; float final_diffuse = diffuse_amount * diffuse_value; vec3 self_ilum_color = spec_texel.y * diff_texel; vec3 diffuse_color = light_diffuse.xyz * final_diffuse * clamp( diff_texel + custom_color, 0.0, 1.0 ); vec3 specular_color = light_specular.xyz * final_specular; gl_FragColor = vec4( max( self_ilum_color, diffuse_color + specular_color), 1.0 ); }