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Oct 31st, 2014
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  1. #version 330
  2.  
  3. out vec4 out_Color;
  4. in vec4 ex_worldNormal;
  5. in vec4 ex_worldPosition;
  6. in mat4 ViewMatrix1;
  7.  
  8.  
  9. void main(void)
  10. {
  11. vec4 N = normalize(ex_worldNormal);
  12. vec4 svetlo1 = vec4(10.0, 10.0, 10.0, 1.0);
  13. vec4 svetlo2 = vec4(1.0, 1.0, 1.0, 1.0);
  14. vec4 L1 = normalize(svetlo1 - ex_worldPosition);
  15. vec4 L2 = normalize(svetlo2 - ex_worldPosition);
  16. vec4 R = normalize(reflect(L2, N));
  17. vec4 V = normalize(vec4(8, 8, -3, 1) - ex_worldPosition); //(20, 20, 3, 1)
  18.  
  19. float dot_product = max(dot(L1, N), 0.0);
  20. vec4 diffuse = dot_product * vec4(0.385, 0.647, 0.812, 1.0);
  21. vec4 ambient = vec4(0.1, 0.1, 0.1, 1.0);
  22.  
  23.  
  24. float dot_product1 = max(dot(V, R), 0.0);
  25. float zrcadlo_slozka = pow(dot_product1, 10);
  26. vec4 zrcadlo = zrcadlo_slozka*vec4(1.0, 1.0, 1.0, 1.0);
  27.  
  28.  
  29. out_Color = ambient + diffuse + zrcadlo;
  30.  
  31. }
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