Added specular color and geometric transformations.
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@@ -21,6 +21,9 @@ precision mediump float;
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// Ambient light color.
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// Ambient light color.
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uniform vec4 u_ambient;
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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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// Shininess.
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uniform float u_shiny;
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uniform float u_shiny;
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@@ -47,7 +50,7 @@ void main(){
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vec3 reflectedVector = normalize(v_reflectedVector);
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vec3 reflectedVector = normalize(v_reflectedVector);
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// Specular Term:
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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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vec4 specular = u_specular * pow(max(dot(reflectedVector, eyeVector), 0.0), 0.3 * u_shiny);
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// Aggregate light color.
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// Aggregate light color.
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vec4 lightColor = clamp(vec4(u_ambient.rgb + v_diffuse.rgb + specular.rgb, 1.0), 0.0, 1.0);
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vec4 lightColor = clamp(vec4(u_ambient.rgb + v_diffuse.rgb + specular.rgb, 1.0), 0.0, 1.0);
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@@ -17,6 +17,9 @@
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// Model-view matrix.
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// Model-view matrix.
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uniform mat4 u_projTrans;
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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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// Light source position
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uniform vec4 u_lightPos;
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uniform vec4 u_lightPos;
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@@ -51,14 +54,17 @@ varying vec3 v_eyeVector;
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varying vec3 v_reflectedVector;
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varying vec3 v_reflectedVector;
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void main(){
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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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// Set the varyings.
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v_lightVector = normalize(u_lightPos.xyz - a_position.xyz);
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v_lightVector = normalize(u_lightPos.xyz - transformedPosition.xyz);
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v_eyeVector = normalize(u_cameraPos.xyz - a_position.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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v_reflectedVector = normalize(-reflect(v_lightVector, a_normal.xyz));
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v_color = a_color;
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v_color = a_color;
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// Diffuse Term.
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// Diffuse Term.
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v_diffuse = u_lightDiffuse * max(dot(a_normal.xyz, v_lightVector), 0.0);
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v_diffuse = u_lightDiffuse * max(dot(a_normal.xyz, v_lightVector), 0.0);
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gl_Position = u_projTrans * a_position;
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gl_Position = u_projTrans * transformedPosition;
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}
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}
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