blinn.glsl 427 B

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  1. varying vec4 Ca;
  2. varying vec4 Cd;
  3. varying vec4 Cs;
  4. varying vec4 V_eye;
  5. varying vec4 L_eye;
  6. varying vec4 N_eye;
  7. void main(void)
  8. {
  9. vec3 V = normalize(vec3(V_eye));
  10. vec3 L = normalize(vec3(L_eye));
  11. vec3 N = normalize(vec3(N_eye));
  12. float diffuse = clamp(dot(L, N), 0.0, 1.0);
  13. vec3 H = normalize(L + V);
  14. float specular = clamp(pow(dot(N, H), 32.0), 0.0, 1.0);
  15. gl_FragColor = Ca + (Cd*diffuse) + (Cs*specular);
  16. }