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- uniform vec4 fvAmbient;
- uniform vec4 fvSpecular;
- uniform vec4 fvDiffuse;
- uniform float fSpecularPower;
- //uniform sampler2D baseMap;
- //varying vec2 Texcoord;
- varying vec3 ViewDirection;
- varying vec3 LightDirection;
- varying vec3 Normal;
- void main( void )
- {
- vec3 fvLightDirection = normalize( LightDirection );
- vec3 fvNormal = normalize( Normal );
- float fNDotL = dot( fvNormal, fvLightDirection );
- vec3 fvReflection = normalize( ( ( 2.0 * fvNormal ) * fNDotL ) - fvLightDirection );
- vec3 fvViewDirection = normalize( ViewDirection );
- float fRDotV = max( 0.0, dot( fvReflection, fvViewDirection ) );
- //vec4 fvBaseColor = texture2D( baseMap, Texcoord );
- vec4 fvBaseColor = vec4(1,1,1,1);
- vec4 fvTotalAmbient = fvAmbient * fvBaseColor;
- vec4 fvTotalDiffuse = fvDiffuse * fNDotL * fvBaseColor;
- vec4 fvTotalSpecular = fvSpecular * ( pow( fRDotV, fSpecularPower ) );
- gl_FragColor = ( fvTotalAmbient + fvTotalDiffuse + fvTotalSpecular );
- }
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