blob: 41c4259b32cf6759aa0c16e687e77b74348b6248 [file] [log] [blame]
#version 120
varying highp vec2 UV;
varying highp vec3 position_wrld;
varying highp vec3 normal_cmr;
varying highp vec3 eyeDirection_cmr;
varying highp vec3 lightDirection_cmr;
uniform highp vec3 lightPosition_wrld;
uniform highp sampler2D textureSampler;
uniform highp float lightStrength;
uniform highp float ambientStrength;
uniform highp vec4 lightColor;
void main() {
highp vec3 materialDiffuseColor = texture2D(textureSampler, UV).rgb;
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 * pow(cosTheta, 2) / distance +
materialSpecularColor * lightStrength * pow(cosAlpha, 10) / distance;
gl_FragColor.a = texture2D(textureSampler, UV).a;
gl_FragColor.rgb = clamp(gl_FragColor.rgb, 0.0, 1.0);
}