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Alex Sakhartchoukaf83e792010-08-27 16:10:55 -07001varying float light0_Diffuse;
2varying float light0_Specular;
3varying float light1_Diffuse;
4varying float light1_Specular;
Alex Sakhartchouke7ae69f2010-09-14 09:50:43 -07005varying vec2 varTex0;
Alex Sakhartchoukaf83e792010-08-27 16:10:55 -07006
7// This is where actual shader code begins
8void main() {
9 vec4 worldPos = UNI_model * ATTRIB_position;
Alex Sakhartchouke7ae69f2010-09-14 09:50:43 -070010 gl_Position = UNI_proj * worldPos;
Alex Sakhartchoukaf83e792010-08-27 16:10:55 -070011
12 mat3 model3 = mat3(UNI_model[0].xyz, UNI_model[1].xyz, UNI_model[2].xyz);
13 vec3 worldNorm = model3 * ATTRIB_normal;
14 vec3 V = normalize(-worldPos.xyz);
15
Alex Sakhartchouk54929cc2010-11-08 15:10:52 -080016 vec3 light0Vec = normalize(UNI_light0_Posision.xyz - worldPos.xyz);
17 vec3 light0R = -reflect(light0Vec, worldNorm);
Alex Sakhartchoukaf83e792010-08-27 16:10:55 -070018 light0_Diffuse = clamp(dot(worldNorm, light0Vec), 0.0, 1.0) * UNI_light0_Diffuse;
19 float light0Spec = clamp(dot(light0R, V), 0.001, 1.0);
20 light0_Specular = pow(light0Spec, UNI_light0_CosinePower) * UNI_light0_Specular;
21
Alex Sakhartchouk54929cc2010-11-08 15:10:52 -080022 vec3 light1Vec = normalize(UNI_light1_Posision.xyz - worldPos.xyz);
Alex Sakhartchoukaf83e792010-08-27 16:10:55 -070023 vec3 light1R = reflect(light1Vec, worldNorm);
24 light1_Diffuse = clamp(dot(worldNorm, light1Vec), 0.0, 1.0) * UNI_light1_Diffuse;
25 float light1Spec = clamp(dot(light1R, V), 0.001, 1.0);
26 light1_Specular = pow(light1Spec, UNI_light1_CosinePower) * UNI_light1_Specular;
27
28 gl_PointSize = 1.0;
29 varTex0 = ATTRIB_texture0;
30}