blob: 7a1310ac1ef445778cfb1cd2080ccdff9ff2255d [file] [log] [blame]
Alex Sakhartchouk54929cc2010-11-08 15:10:52 -08001varying float light0_Diffuse;
2varying float light0_Specular;
3varying float light1_Diffuse;
4varying float light1_Specular;
5varying vec2 varTex0;
6
7// This is where actual shader code begins
8void 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}