RiggedSimple0FS.glsl 605 B

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  1. precision highp float;
  2. varying vec3 v_normal;
  3. uniform vec4 u_ambient;
  4. uniform vec4 u_diffuse;
  5. uniform vec4 u_emission;
  6. uniform vec4 u_specular;
  7. uniform float u_shininess;
  8. void main(void) {
  9. vec3 normal = normalize(v_normal);
  10. vec4 color = vec4(0., 0., 0., 0.);
  11. vec4 diffuse = vec4(0., 0., 0., 1.);
  12. vec4 emission;
  13. vec4 ambient;
  14. vec4 specular;
  15. ambient = u_ambient;
  16. diffuse = u_diffuse;
  17. emission = u_emission;
  18. specular = u_specular;
  19. diffuse.xyz *= max(dot(normal,vec3(0.,0.,1.)), 0.);
  20. color.xyz += diffuse.xyz;
  21. color.xyz += emission.xyz;
  22. color = vec4(color.rgb * diffuse.a, diffuse.a);
  23. gl_FragColor = color;
  24. }