BoxTextured0FS.glsl 511 B

123456789101112131415161718
  1. precision highp float;
  2. varying vec3 v_normal;
  3. varying vec2 v_texcoord0;
  4. uniform sampler2D u_diffuse;
  5. uniform vec4 u_specular;
  6. uniform float u_shininess;
  7. void main(void) {
  8. vec3 normal = normalize(v_normal);
  9. vec4 color = vec4(0., 0., 0., 0.);
  10. vec4 diffuse = vec4(0., 0., 0., 1.);
  11. vec4 specular;
  12. diffuse = texture2D(u_diffuse, v_texcoord0);
  13. specular = u_specular;
  14. diffuse.xyz *= max(dot(normal,vec3(0.,0.,1.)), 0.);
  15. color.xyz += diffuse.xyz;
  16. color = vec4(color.rgb * diffuse.a, diffuse.a);
  17. gl_FragColor = color;
  18. }