Home | History | Annotate | Download | only in raw
      1 varying float light0_Diffuse;
      2 varying float light0_Specular;
      3 varying float light1_Diffuse;
      4 varying float light1_Specular;
      5 varying vec2 varTex0;
      6 
      7 // This is where actual shader code begins
      8 void main() {
      9    vec4 worldPos = UNI_model * ATTRIB_position;
     10    gl_Position = UNI_proj * worldPos;
     11 
     12    mat3 model3 = mat3(UNI_model[0].xyz, UNI_model[1].xyz, UNI_model[2].xyz);
     13    vec3 worldNorm = model3 * ATTRIB_normal;
     14    vec3 V = normalize(-worldPos.xyz);
     15 
     16    vec3 light0Vec = normalize(UNI_light0_Posision.xyz - worldPos.xyz);
     17    vec3 light0R = -reflect(light0Vec, worldNorm);
     18    light0_Diffuse = clamp(dot(worldNorm, light0Vec), 0.0, 1.0) * UNI_light0_Diffuse;
     19    float light0Spec = clamp(dot(light0R, V), 0.001, 1.0);
     20    light0_Specular = pow(light0Spec, UNI_light0_CosinePower) * UNI_light0_Specular;
     21 
     22    vec3 light1Vec = normalize(UNI_light1_Posision.xyz - worldPos.xyz);
     23    vec3 light1R = reflect(light1Vec, worldNorm);
     24    light1_Diffuse = clamp(dot(worldNorm, light1Vec), 0.0, 1.0) * UNI_light1_Diffuse;
     25    float light1Spec = clamp(dot(light1R, V), 0.001, 1.0);
     26    light1_Specular = pow(light1Spec, UNI_light1_CosinePower) * UNI_light1_Specular;
     27 
     28    gl_PointSize = 1.0;
     29    varTex0 = ATTRIB_texture0;
     30 }
     31