mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-12-02 10:24:56 +01:00
42 lines
1.1 KiB
Plaintext
42 lines
1.1 KiB
Plaintext
|
precision highp float;
|
||
|
varying vec3 v_normal;
|
||
|
uniform vec3 u_light0Color;
|
||
|
varying vec3 v_light0Direction;
|
||
|
uniform float u_shininess;
|
||
|
uniform vec4 u_ambient;
|
||
|
varying vec2 v_texcoord0;
|
||
|
uniform sampler2D u_diffuse;
|
||
|
uniform vec4 u_emission;
|
||
|
uniform vec4 u_specular;
|
||
|
void main(void) {
|
||
|
vec3 normal = normalize(v_normal);
|
||
|
vec4 color = vec4(0., 0., 0., 0.);
|
||
|
vec4 diffuse = vec4(0., 0., 0., 1.);
|
||
|
vec3 diffuseLight = vec3(0., 0., 0.);
|
||
|
vec4 emission;
|
||
|
vec4 ambient;
|
||
|
vec4 specular;
|
||
|
vec3 specularLight = vec3(0., 0., 0.);
|
||
|
{
|
||
|
float diffuseIntensity;
|
||
|
float specularIntensity;
|
||
|
vec3 l = normalize(v_light0Direction);
|
||
|
vec3 h = normalize(l+vec3(0.,0.,1.));
|
||
|
diffuseIntensity = max(dot(normal,l), 0.);
|
||
|
specularIntensity = pow(max(0.0,dot(normal,h)),u_shininess);
|
||
|
specularLight += u_light0Color * specularIntensity;
|
||
|
diffuseLight += u_light0Color * diffuseIntensity;
|
||
|
}
|
||
|
ambient = u_ambient;
|
||
|
diffuse = texture2D(u_diffuse, v_texcoord0);
|
||
|
emission = u_emission;
|
||
|
specular = u_specular;
|
||
|
specular.xyz *= specularLight;
|
||
|
color.xyz += specular.xyz;
|
||
|
diffuse.xyz *= diffuseLight;
|
||
|
color.xyz += diffuse.xyz;
|
||
|
color.xyz += emission.xyz;
|
||
|
color = vec4(color.rgb * diffuse.a, diffuse.a);
|
||
|
gl_FragColor = color;
|
||
|
}
|