Added modified directional light shader.
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/*
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* Copyright (C) 2014 Miguel Angel Astor Romero
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifdef GL_ES
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precision mediump float;
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#endif
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// Ambient light color.
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uniform vec4 u_ambient;
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// Specular light color.
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uniform vec4 u_specular;
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// Shininess.
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uniform float u_shiny;
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// Fragment normal.
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varying vec3 v_normal;
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// Fragment shaded diffuse color.
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varying vec4 v_diffuse;
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// Vector from the fragment to the light source.
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varying vec3 v_lightVector;
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// Vector from the fragment to the camera.
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varying vec3 v_eyeVector;
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// The light vector reflected around the fragment normal.
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varying vec3 v_reflectedVector;
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void main(){
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// Normalize the input varyings.
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vec3 normal = normalize(v_normal);
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vec3 lightVector = normalize(v_lightVector);
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vec3 eyeVector = normalize(v_eyeVector);
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vec3 reflectedVector = normalize(v_reflectedVector);
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// Specular Term:
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vec4 specular = u_specular * pow(max(dot(reflectedVector, eyeVector), 0.0), u_shiny);
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// Aggregate light color.
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vec4 finalColor = clamp(vec4(u_ambient.rgb + v_diffuse.rgb + specular.rgb, 1.0), 0.0, 1.0);
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// Final color.
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gl_FragColor = finalColor;
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}
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@@ -0,0 +1,70 @@
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/*
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* Copyright (C) 2014 Miguel Angel Astor Romero
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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// Model-view matrix.
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uniform mat4 u_projTrans;
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// The world space geometric transformation to apply to this vertex.
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uniform mat4 u_geomTrans;
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// Light source position
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uniform vec3 u_lightPos;
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// Diffuse light color.
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uniform vec4 u_lightDiffuse;
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// Camera world space position.
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uniform vec3 u_cameraPos;
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// Vertex color.
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uniform vec4 u_materialDiffuse;
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// Vertex position in world coordinates.
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attribute vec4 a_position;
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// Vertex normal.
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attribute vec4 a_normal;
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// Fragment normal.
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varying vec3 v_normal;
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// Diffuse shaded color to pass to the fragment shader.
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varying vec4 v_diffuse;
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// The vector from the vertex to the light source.
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varying vec3 v_lightVector;
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// The vector from the vertex to the camera.
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varying vec3 v_eyeVector;
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// The light vector reflected around the vertex normal.
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varying vec3 v_reflectedVector;
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void main(){
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// Apply the geometric transformation to the original position of the vertex.
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vec4 transformedPosition = u_geomTrans * a_position;
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// Set the varyings.
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v_normal = normalize(a_normal.xyz);
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v_lightVector = normalize(transformedPosition.xyz - u_lightPos.xyz);
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v_eyeVector = normalize(u_cameraPos.xyz - transformedPosition.xyz);
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v_reflectedVector = normalize(reflect(-v_lightVector, a_normal.xyz));
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// Diffuse Term.
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v_diffuse = u_lightDiffuse * u_materialDiffuse * max(dot(a_normal.xyz, v_lightVector), 0.0);
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gl_Position = u_projTrans * transformedPosition;
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}
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