| varying vec3 varWorldPos; |
| varying vec3 varWorldNormal; |
| varying vec2 varTex0; |
| |
| void main() { |
| |
| vec3 V = normalize(UNI_cameraPos.xyz - varWorldPos.xyz); |
| vec3 worldNorm = normalize(varWorldNormal); |
| |
| vec3 light0Vec = normalize(UNI_lightPos_0.xyz - varWorldPos.xyz); |
| vec3 light0R = reflect(light0Vec, worldNorm); |
| float light0_Diffuse = clamp(dot(worldNorm, light0Vec), 0.0, 1.0); |
| float light0Spec = clamp(dot(-light0R, V), 0.001, 1.0); |
| float light0_Specular = pow(light0Spec, 10.0) * 0.7; |
| |
| vec3 light1Vec = normalize(UNI_lightPos_1.xyz - varWorldPos.xyz); |
| vec3 light1R = reflect(light1Vec, worldNorm); |
| float light1_Diffuse = clamp(dot(worldNorm, light1Vec), 0.0, 1.0); |
| float light1Spec = clamp(dot(-light1R, V), 0.001, 1.0); |
| float light1_Specular = pow(light1Spec, 10.0) * 0.7; |
| |
| vec2 t0 = varTex0.xy; |
| lowp vec4 col = UNI_diffuse; |
| col.xyz = col.xyz * (light0_Diffuse * UNI_lightColor_0.xyz + |
| light1_Diffuse * UNI_lightColor_1.xyz); |
| col.xyz += (light0_Specular + light1_Specular); |
| gl_FragColor = col; |
| } |
| |