| 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 * ATTRIB_position; |
| gl_Position = UNI_proj * worldPos; |
| |
| mat3 model3 = mat3(UNI_model[0].xyz, UNI_model[1].xyz, UNI_model[2].xyz); |
| vec3 worldNorm = model3 * ATTRIB_normal; |
| vec3 V = normalize(-worldPos.xyz); |
| |
| vec3 light0Vec = normalize(UNI_light0_Posision - worldPos.xyz); |
| vec3 light0R = reflect(light0Vec, worldNorm); |
| light0_Diffuse = clamp(dot(worldNorm, light0Vec), 0.0, 1.0) * UNI_light0_Diffuse; |
| float light0Spec = clamp(dot(light0R, V), 0.001, 1.0); |
| light0_Specular = pow(light0Spec, UNI_light0_CosinePower) * UNI_light0_Specular; |
| |
| vec3 light1Vec = normalize(UNI_light1_Posision - worldPos.xyz); |
| vec3 light1R = reflect(light1Vec, worldNorm); |
| light1_Diffuse = clamp(dot(worldNorm, light1Vec), 0.0, 1.0) * UNI_light1_Diffuse; |
| float light1Spec = clamp(dot(light1R, V), 0.001, 1.0); |
| light1_Specular = pow(light1Spec, UNI_light1_CosinePower) * UNI_light1_Specular; |
| |
| gl_PointSize = 1.0; |
| varTex0 = ATTRIB_texture0; |
| } |