blob: 7a5eb46b544174622771e509b54cdb7ebcc435e8 [file] [log] [blame]
#version 120
uniform highp vec3 lightPosition_wrld;
uniform highp float lightStrength;
uniform highp float ambientStrength;
uniform sampler2D textureSampler;
uniform highp float gradMin;
uniform highp float gradHeight;
uniform highp vec4 lightColor;
varying highp vec3 position_wrld;
varying highp vec3 normal_cmr;
varying highp vec3 eyeDirection_cmr;
varying highp vec3 lightDirection_cmr;
varying highp vec2 coords_mdl;
void main() {
highp vec2 gradientUV = vec2(0.0, gradMin + ((coords_mdl.y + 1.0) * gradHeight));
highp vec3 materialDiffuseColor = texture2D(textureSampler, gradientUV).xyz;
highp vec3 materialAmbientColor = lightColor.rgb * ambientStrength * materialDiffuseColor;
highp vec3 materialSpecularColor = lightColor.rgb;
highp float distance = length(lightPosition_wrld - position_wrld);
highp vec3 n = normalize(normal_cmr);
highp vec3 l = normalize(lightDirection_cmr);
highp float cosTheta = clamp(dot(n, l), 0.0, 1.0);
highp vec3 E = normalize(eyeDirection_cmr);
highp vec3 R = reflect(-l, n);
highp float cosAlpha = clamp(dot(E, R), 0.0, 1.0);
gl_FragColor.rgb =
materialAmbientColor +
materialDiffuseColor * lightStrength * (cosTheta * cosTheta) / distance +
materialSpecularColor * lightStrength * pow(cosAlpha, 5) / distance;
gl_FragColor.rgb = clamp(gl_FragColor.rgb, 0.0, 1.0);
gl_FragColor.a = 1.0;
}