| varying vec3 varWorldPos; |
| varying vec3 varWorldNormal; |
| varying vec2 varTex0; |
| |
| void main() { |
| |
| vec3 V = normalize(-varWorldPos.xyz); |
| vec3 worldNorm = normalize(varWorldNormal); |
| |
| vec3 light0Vec = normalize(UNI_light0_Posision.xyz - varWorldPos); |
| vec3 light0R = -reflect(light0Vec, worldNorm); |
| float light0_Diffuse = clamp(dot(worldNorm, light0Vec), 0.0, 1.0) * UNI_light0_Diffuse; |
| float light0Spec = clamp(dot(light0R, V), 0.001, 1.0); |
| float light0_Specular = pow(light0Spec, UNI_light0_CosinePower) * UNI_light0_Specular; |
| |
| vec3 light1Vec = normalize(UNI_light1_Posision.xyz - varWorldPos); |
| vec3 light1R = reflect(light1Vec, worldNorm); |
| float light1_Diffuse = clamp(dot(worldNorm, light1Vec), 0.0, 1.0) * UNI_light1_Diffuse; |
| float light1Spec = clamp(dot(light1R, V), 0.001, 1.0); |
| float light1_Specular = pow(light1Spec, UNI_light1_CosinePower) * UNI_light1_Specular; |
| |
| vec2 t0 = varTex0.xy; |
| lowp vec4 col = texture2D(UNI_Tex0, t0).rgba; |
| col.xyz = col.xyz * (light0_Diffuse * UNI_light0_DiffuseColor.xyz + light1_Diffuse * UNI_light1_DiffuseColor.xyz); |
| col.xyz += light0_Specular * UNI_light0_SpecularColor.xyz; |
| col.xyz += light1_Specular * UNI_light1_SpecularColor.xyz; |
| gl_FragColor = col; |
| } |
| |