/* * 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 normal. varying vec3 v_normal; // Fragment shaded diffuse color. varying vec4 v_diffuse; // 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 eyeVector = normalize(v_eyeVector); vec3 reflectedVector = normalize(v_reflectedVector); // 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); // Final color. gl_FragColor = finalColor; }