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attribute vec3 a_position; | |
uniform mat4 u_projViewTrans; | |
attribute vec3 a_normal; | |
uniform mat3 u_normalMatrix; | |
varying vec3 v_normal; | |
uniform mat4 u_worldTrans; | |
const float u_shininess = 20.0; | |
varying vec3 v_lightDiffuse; | |
uniform vec3 u_ambientCubemap[6]; | |
varying vec3 v_lightSpecular; | |
uniform vec4 u_cameraPosition; | |
struct DirectionalLight | |
{ | |
vec3 color; | |
vec3 direction; | |
}; | |
uniform DirectionalLight u_dirLights[ 2 ]; | |
struct PointLight | |
{ | |
vec3 color; | |
vec3 position; | |
float intensity; | |
}; | |
uniform PointLight u_pointLights[ 5 ]; | |
void main() { | |
vec4 pos = u_worldTrans * vec4(a_position, 1.0); | |
gl_Position = u_projViewTrans * pos; | |
vec3 normal = normalize(u_normalMatrix * a_normal); | |
v_normal = normal; | |
vec3 ambientLight = vec3(0.0); | |
vec3 squaredNormal = normal * normal; | |
vec3 isPositive = step(0.0, normal); | |
ambientLight += squaredNormal.x * mix(u_ambientCubemap[0], u_ambientCubemap[1], isPositive.x) + | |
squaredNormal.y * mix(u_ambientCubemap[2], u_ambientCubemap[3], isPositive.y) + | |
squaredNormal.z * mix(u_ambientCubemap[4], u_ambientCubemap[5], isPositive.z); | |
v_lightDiffuse = ambientLight; | |
v_lightSpecular = vec3(0.0); | |
vec3 viewVec = normalize(u_cameraPosition.xyz - pos.xyz); | |
for (int i = 0; i < 2 ; i++) { | |
vec3 lightDir = -u_dirLights[i].direction; | |
float NdotL = clamp(dot(normal, lightDir), 0.0, 1.0); | |
v_lightDiffuse += u_dirLights[i].color * NdotL; | |
float halfDotView = clamp(dot(normal, normalize(lightDir + viewVec)), 0.0, 2.0); | |
v_lightSpecular += u_dirLights[i].color * clamp(NdotL * pow(halfDotView, u_shininess), 0.0, 1.0); | |
} | |
for (int i = 0; i < 5 ; i++) { | |
vec3 lightDir = u_pointLights[i].position - pos.xyz; | |
float dist2 = dot(lightDir, lightDir); | |
lightDir *= inversesqrt(dist2); | |
float NdotL = clamp(dot(normal, lightDir), 0.0, 2.0); | |
float falloff = clamp(u_pointLights[i].intensity / (1.0 + dist2), 0.0, 2.0); | |
v_lightDiffuse += u_pointLights[i].color * (NdotL * falloff); | |
float halfDotView = clamp(dot(normal, normalize(lightDir + viewVec)), 0.0, 2.0); | |
v_lightSpecular += u_pointLights[i].color * clamp(NdotL * pow(halfDotView, u_shininess) * falloff, 0.0, 2.0); | |
} | |
} |
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varying vec3 v_normal; | |
uniform vec4 u_diffuseColor; | |
uniform vec4 u_specularColor; | |
varying vec3 v_lightDiffuse; | |
varying vec3 v_lightSpecular; | |
void main() { | |
vec3 normal = v_normal; | |
vec4 diffuse = u_diffuseColor; | |
vec3 specular = u_specularColor.rgb * v_lightSpecular; | |
gl_FragColor.rgb = (diffuse.rgb * v_lightDiffuse) + specular; | |
} |
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