blob: 7a1310ac1ef445778cfb1cd2080ccdff9ff2255d [file] [log] [blame]
varying float light0_Diffuse;
varying float light0_Specular;
varying float light1_Diffuse;
varying float light1_Specular;
varying vec2 varTex0;
// This is where actual shader code begins
void main() {
vec4 worldPos = UNI_model[0] * ATTRIB_position;
worldPos = UNI_model[1] * worldPos;
gl_Position = UNI_proj * worldPos;
mat4 model0 = UNI_model[0];
mat3 model3 = mat3(model0[0].xyz, model0[1].xyz, model0[2].xyz);
vec3 worldNorm = model3 * ATTRIB_normal;
vec3 V = normalize(-worldPos.xyz);
vec3 light0Vec = normalize(UNI_light_Posision[0].xyz - worldPos.xyz);
vec3 light0R = -reflect(light0Vec, worldNorm);
light0_Diffuse = clamp(dot(worldNorm, light0Vec), 0.0, 1.0) * UNI_light_Diffuse[0];
float light0Spec = clamp(dot(light0R, V), 0.001, 1.0);
light0_Specular = pow(light0Spec, UNI_light_CosinePower[0]) * UNI_light_Specular[0];
vec3 light1Vec = normalize(UNI_light_Posision[1].xyz - worldPos.xyz);
vec3 light1R = reflect(light1Vec, worldNorm);
light1_Diffuse = clamp(dot(worldNorm, light1Vec), 0.0, 1.0) * UNI_light_Diffuse[1];
float light1Spec = clamp(dot(light1R, V), 0.001, 1.0);
light1_Specular = pow(light1Spec, UNI_light_CosinePower[1]) * UNI_light_Specular[1];
gl_PointSize = 1.0;
varTex0 = ATTRIB_texture0;
}