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      1 varying vec3 varWorldPos;
      2 varying vec3 varWorldNormal;
      3 varying vec2 varTex0;
      4 
      5 void main() {
      6 
      7    vec3 V = normalize(UNI_cameraPos.xyz - varWorldPos.xyz);
      8    vec3 worldNorm = normalize(varWorldNormal);
      9 
     10    vec3 light0Vec = V;
     11    vec3 light0R = reflect(light0Vec, worldNorm);
     12    float light0_Diffuse = clamp(dot(worldNorm, light0Vec), 0.01, 0.99);
     13    float light0Spec = clamp(dot(-light0R, V), 0.001, 1.0);
     14    float light0_Specular = pow(light0Spec, 150.0) * 0.5;
     15 
     16    vec2 t0 = varTex0.xy;
     17    lowp vec4 col = texture2D(UNI_diffuse, t0).rgba;
     18    col.xyz = col.xyz * light0_Diffuse * 1.1;
     19    col.xyz += light0_Specular * vec3(0.8, 0.8, 1.0);
     20 
     21    float fresnel = mix(pow(1.0 - light0_Diffuse, 15.0), 1.0, 0.1);
     22    col.xyz = mix(col.xyz, textureCube(UNI_reflection, -light0R).rgb * 2.4, fresnel);
     23    col.w = 0.8;
     24    gl_FragColor = col;
     25 }
     26 
     27