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Alex Sakhartchoukb23b58a2012-02-29 09:06:10 -08001varying vec3 varWorldPos;
2varying vec3 varWorldNormal;
3varying vec2 varTex0;
4
5void main() {
6
7 vec3 V = normalize(UNI_cameraPos.xyz - varWorldPos.xyz);
8 vec3 worldNorm = normalize(varWorldNormal);
9
10 vec3 light0Vec = normalize(UNI_lightPos_0.xyz - varWorldPos.xyz);
11 float light0_Diffuse = clamp(dot(worldNorm, light0Vec), 0.0, 1.0);
12
13 vec3 light1Vec = normalize(UNI_lightPos_1.xyz - varWorldPos.xyz);
14 float light1_Diffuse = clamp(dot(worldNorm, light1Vec), 0.0, 1.0);
15
16 vec2 t0 = varTex0.xy;
17 lowp vec4 col = UNI_diffuse;
18 col.xyz = col.xyz * (light0_Diffuse * UNI_lightColor_0.xyz +
19 light1_Diffuse * UNI_lightColor_1.xyz);
20 gl_FragColor = col;
21}
22