| 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 lightPosition_wrld_frag; |
| 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_frag - position_wrld); |
| highp vec3 n = normalize(normal_cmr); |
| highp vec3 l = normalize(lightDirection_cmr); |
| highp float cosTheta = dot(n, l); |
| if (cosTheta < 0.0) cosTheta = 0.0; |
| else if (cosTheta > 1.0) cosTheta = 1.0; |
| |
| highp vec3 E = normalize(eyeDirection_cmr); |
| highp vec3 R = reflect(-l, n); |
| highp float cosAlpha = dot(E, R); |
| if (cosAlpha < 0.0) cosAlpha = 0.0; |
| else if (cosAlpha > 1.0) cosAlpha = 1.0; |
| |
| gl_FragColor.rgb = |
| materialAmbientColor + |
| materialDiffuseColor * lightStrength * (cosTheta * cosTheta) / distance + |
| materialSpecularColor * lightStrength * (cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha) / distance; |
| gl_FragColor.a = 1.0; |
| } |
| |