RiggedSimple1.frag 1.2 KB

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  1. precision highp float;
  2. uniform vec4 u_ambient;
  3. uniform vec4 u_diffuse;
  4. uniform vec4 u_emission;
  5. uniform vec4 u_specular;
  6. uniform float u_shininess;
  7. uniform float u_transparency;
  8. varying vec3 v_position;
  9. varying vec3 v_normal;
  10. void main(void) {
  11. vec3 normal = normalize(v_normal);
  12. vec4 diffuse = u_diffuse;
  13. vec3 diffuseLight = vec3(0.0, 0.0, 0.0);
  14. vec3 specular = u_specular.rgb;
  15. vec3 specularLight = vec3(0.0, 0.0, 0.0);
  16. vec3 emission = u_emission.rgb;
  17. vec3 ambient = u_ambient.rgb;
  18. vec3 viewDir = -normalize(v_position);
  19. vec3 ambientLight = vec3(0.0, 0.0, 0.0);
  20. ambientLight += vec3(0.2, 0.2, 0.2);
  21. vec3 l = vec3(0.0, 0.0, 1.0);
  22. diffuseLight += vec3(1.0, 1.0, 1.0) * max(dot(normal, l), 0.);
  23. vec3 reflectDir = reflect(-l, normal);
  24. float specularIntensity = max(0., pow(max(dot(reflectDir, viewDir), 0.), u_shininess));
  25. specularLight += vec3(1.0, 1.0, 1.0) * specularIntensity;
  26. vec3 color = vec3(0.0, 0.0, 0.0);
  27. color += diffuse.rgb * diffuseLight;
  28. color += specular * specularLight;
  29. color += emission;
  30. color += ambient * ambientLight;
  31. gl_FragColor = vec4(color * diffuse.a * u_transparency, diffuse.a * u_transparency);
  32. }