/* * Copyright (C) 2014 Miguel Angel Astor Romero * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #ifdef GL_ES precision mediump float; #endif // Ambient light color. uniform vec4 u_ambient; // Specular light color. uniform vec4 u_specular; // Shininess. uniform float u_shiny; // Fragment position. varying vec4 v_position; // Fragment normal. varying vec3 v_normal; // Fragment color received from the vertex shader. varying vec4 v_color; // Fragment shaded diffuse color. varying vec4 v_diffuse; varying vec3 v_lightVector; varying vec3 v_eyeVector; varying vec3 v_reflectedVector; void main(){ // Normalize the input varyings. vec3 lightVector = normalize(v_lightVector); vec3 eyeVector = normalize(v_eyeVector); vec3 reflectedVector = normalize(v_reflectedVector); // Specular Term: vec4 specular = u_specular * pow(max(dot(reflectedVector, eyeVector), 0.0), 0.3 * u_shiny); // Aggregate light color. vec4 lightColor = clamp(vec4(u_ambient.rgb + v_diffuse.rgb + specular.rgb, 1.0), 0.0, 1.0); // Final color. gl_FragColor = clamp(lightColor, 0.0, 1.0); }