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edward4324

Untitled

Jul 7th, 2022
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  1. varying vec3 m_vertex;
  2. varying vec3 m_normal;
  3. uniform vec3 u_objectColor;
  4.  
  5. void main(void)
  6. {
  7. vec3 color = u_objectColor;
  8. vec3 lightDir = vec3(0.0, 0.0, -1.0);
  9. float diffuse = dot(m_normal, -lightDir);
  10. vec3 viewDir = normalize(m_vertex);
  11. vec3 reflectedLightDir = reflect(lightDir, m_normal);
  12. float specular = max(dot(reflectedLightDir, -viewDir), 0.0);
  13. float specularAmount = 0.05;
  14. float diffuseAmount = 0.75;
  15. float ambientAmount = 1.0 - diffuseAmount;
  16. gl_FragColor = vec4(color * ambientAmount + color * diffuse * diffuseAmount + specular * specularAmount, 1.0);
  17. }
  18.  
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