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@@ -1,26 +0,0 @@
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--- Copy of fragment shader from Physics example
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-return [[
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-in vec3 lightDirection;
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-in vec3 normalDirection;
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-in vec3 vertexPosition;
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-
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-vec4 color(vec4 graphicsColor, sampler2D image, vec2 uv) {
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- vec3 cAmbient = vec3(.25);
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- vec3 cDiffuse = vec3(1.);
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- vec3 cSpecular = vec3(.35);
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-
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- float diffuse = max(dot(normalDirection, lightDirection), 0.);
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- float specular = 0.;
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-
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- if (diffuse > 0.) {
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- vec3 r = reflect(lightDirection, normalDirection);
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- vec3 viewDirection = normalize(-vertexPosition);
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-
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- float specularAngle = max(dot(r, viewDirection), 0.);
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- specular = pow(specularAngle, 5.);
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- }
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-
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- vec3 cFinal = pow(clamp(vec3(diffuse) * cDiffuse + vec3(specular) * cSpecular, cAmbient, vec3(1.)), vec3(.4545));
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- return vec4(cFinal, 1.) * graphicsColor * texture(image, uv);
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-}
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-]]
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