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@ -151,13 +151,13 @@ void main() { |
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/* Add diffuse color */ |
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/* Add diffuse color */ |
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lowp float intensity = max(0.0, dot(normalizedTransformedNormal, normalizedLightDirection)); |
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lowp float intensity = max(0.0, dot(normalizedTransformedNormal, normalizedLightDirection)); |
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color += finalDiffuseColor*lightColor*intensity; |
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color += vec4(finalDiffuseColor.rgb*lightColor.rgb*intensity, lightColor.a*finalDiffuseColor.a); |
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/* Add specular color, if needed */ |
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/* Add specular color, if needed */ |
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if(intensity > 0.001) { |
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if(intensity > 0.001) { |
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highp vec3 reflection = reflect(-normalizedLightDirection, normalizedTransformedNormal); |
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highp vec3 reflection = reflect(-normalizedLightDirection, normalizedTransformedNormal); |
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mediump float specularity = pow(max(0.0, dot(normalize(cameraDirection), reflection)), shininess); |
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mediump float specularity = pow(max(0.0, dot(normalize(cameraDirection), reflection)), shininess); |
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color += finalSpecularColor*specularity; |
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color += vec4(finalSpecularColor.rgb*specularity, finalSpecularColor.a); |
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} |
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} |
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#ifdef ALPHA_MASK |
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#ifdef ALPHA_MASK |
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