Alex Sakhartchouk | 54929cc | 2010-11-08 15:10:52 -0800 | [diff] [blame^] | 1 | varying float light0_Diffuse; |
| 2 | varying float light0_Specular; |
| 3 | varying float light1_Diffuse; |
| 4 | varying float light1_Specular; |
| 5 | varying vec2 varTex0; |
| 6 | |
| 7 | // This is where actual shader code begins |
| 8 | void main() { |
| 9 | vec4 worldPos = UNI_model[0] * ATTRIB_position; |
| 10 | worldPos = UNI_model[1] * worldPos; |
| 11 | gl_Position = UNI_proj * worldPos; |
| 12 | |
| 13 | mat4 model0 = UNI_model[0]; |
| 14 | mat3 model3 = mat3(model0[0].xyz, model0[1].xyz, model0[2].xyz); |
| 15 | vec3 worldNorm = model3 * ATTRIB_normal; |
| 16 | vec3 V = normalize(-worldPos.xyz); |
| 17 | |
| 18 | vec3 light0Vec = normalize(UNI_light_Posision[0].xyz - worldPos.xyz); |
| 19 | vec3 light0R = -reflect(light0Vec, worldNorm); |
| 20 | light0_Diffuse = clamp(dot(worldNorm, light0Vec), 0.0, 1.0) * UNI_light_Diffuse[0]; |
| 21 | float light0Spec = clamp(dot(light0R, V), 0.001, 1.0); |
| 22 | light0_Specular = pow(light0Spec, UNI_light_CosinePower[0]) * UNI_light_Specular[0]; |
| 23 | |
| 24 | vec3 light1Vec = normalize(UNI_light_Posision[1].xyz - worldPos.xyz); |
| 25 | vec3 light1R = reflect(light1Vec, worldNorm); |
| 26 | light1_Diffuse = clamp(dot(worldNorm, light1Vec), 0.0, 1.0) * UNI_light_Diffuse[1]; |
| 27 | float light1Spec = clamp(dot(light1R, V), 0.001, 1.0); |
| 28 | light1_Specular = pow(light1Spec, UNI_light_CosinePower[1]) * UNI_light_Specular[1]; |
| 29 | |
| 30 | gl_PointSize = 1.0; |
| 31 | varTex0 = ATTRIB_texture0; |
| 32 | } |