Finally fixed the shader.

This commit is contained in:
2014-05-26 16:43:59 -04:30
parent 1bbe0db68d
commit c2afd241fc
3 changed files with 28 additions and 23 deletions

View File

@@ -13,7 +13,6 @@
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifdef GL_ES
precision mediump float;
#endif
@@ -33,27 +32,29 @@ varying vec3 v_normal;
// Fragment shaded diffuse color.
varying vec4 v_diffuse;
// Vector from the fragment to the light source.
varying vec3 v_lightVector;
// Vector from the fragment to the camera.
varying vec3 v_eyeVector;
// The light vector reflected around the fragment normal.
varying vec3 v_reflectedVector;
// The clamped dot product between the normal and the light vector.
varying float v_nDotL;
void main(){
// Normalize the input varyings.
vec3 normal = normalize(v_normal);
vec3 lightVector = normalize(v_lightVector);
vec3 eyeVector = normalize(v_eyeVector);
vec3 normal = normalize(v_normal);
vec3 eyeVector = normalize(v_eyeVector);
vec3 reflectedVector = normalize(v_reflectedVector);
// Specular Term:
vec4 specular = u_specular * pow(max(dot(reflectedVector, eyeVector), 0.0), u_shiny);
// Specular Term.
vec4 specular = vec4(0.0, 0.0, 0.0, 1.0);
if(v_nDotL > 0.0){
specular = u_specular * pow(max(dot(reflectedVector, eyeVector), 0.0), u_shiny);
}
// Aggregate light color.
vec4 finalColor = clamp(vec4(u_ambient.rgb + v_diffuse.rgb + specular.rgb, 1.0), 0.0, 1.0);
vec4 finalColor = clamp(vec4(/*u_ambient.rgb*/ + v_diffuse.rgb + specular.rgb, 1.0), 0.0, 1.0);
// Final color.
gl_FragColor = finalColor;