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