Single light textureless phong shading complete.
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@@ -2,9 +2,50 @@
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precision mediump float;
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#endif
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// Camera world space position.
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uniform vec3 u_cameraPos;
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// Light source position
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uniform vec4 u_lightPos;
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// Diffuse light color.
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uniform vec4 u_lightDiffuse;
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// Ambient light color.
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uniform vec4 u_ambient;
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// Shininess.
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uniform float u_shiny;
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// Fragment position.
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varying vec4 v_position;
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// Fragment normal.
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varying vec3 v_normal;
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// Fragment color received from the vertex shader.
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varying vec4 v_color;
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void main(){
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gl_FragColor = v_color;
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vec3 normal = normalize(v_normal);
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vec3 lightVector = normalize(u_lightPos.xyz - v_position.xyz);
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vec3 eyeVector = normalize(u_cameraPos.xyz - v_position.xyz);
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vec3 reflectedVector = normalize(-reflect(lightVector, normal));
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// Ambient Term.
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vec4 ambient = u_ambient;
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// Diffuse Term.
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vec4 diffuse = u_lightDiffuse * max(dot(normal, lightVector), 0.0);
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diffuse = clamp(diffuse, 0.0, 1.0);
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// Specular Term:
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vec4 specular = vec4(1.0) * pow(max(dot(reflectedVector, eyeVector), 0.0), 0.3 * u_shiny);
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specular = clamp(specular, 0.0, 1.0);
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// Aggregate light color.
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vec4 lightColor = vec4(ambient.rgb + diffuse.rgb + specular.rgb, 1.0);
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// Final color.
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gl_FragColor = clamp(lightColor * v_color, 0.0, 1.0);
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}
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@@ -1,16 +1,31 @@
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// Model-view matrix.
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uniform mat4 u_projTrans;
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// Normal matrix.
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uniform mat4 u_normalMat;
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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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// Vertex color.
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attribute vec4 a_color;
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// Vertex position to pass to the fragment shader.
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varying vec4 v_position;
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// Vertex normal to pass to the fragment shader.
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varying vec3 v_normal;
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// Vertex color to pass to the fragment shader.
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varying vec4 v_color;
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void main(){
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v_position = u_projTrans * a_position;
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v_color = a_color;
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gl_Position = u_projTrans * a_position;
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v_normal = vec3(u_normalMat * a_normal);
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gl_Position = v_position;
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}
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