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@ -3,11 +3,18 @@ |
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#define color gl_FragColor |
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#define color gl_FragColor |
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#endif |
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#endif |
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uniform lowp vec3 ambientColor = vec3(0.0, 0.0, 0.0); |
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uniform lowp vec3 diffuseColor; |
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uniform lowp vec3 diffuseColor; |
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#ifndef GL_ES |
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uniform lowp vec3 ambientColor = vec3(0.0, 0.0, 0.0); |
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uniform lowp vec3 specularColor = vec3(1.0, 1.0, 1.0); |
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uniform lowp vec3 specularColor = vec3(1.0, 1.0, 1.0); |
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uniform lowp vec3 lightColor = vec3(1.0, 1.0, 1.0); |
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uniform lowp vec3 lightColor = vec3(1.0, 1.0, 1.0); |
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uniform mediump float shininess = 80.0; |
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uniform mediump float shininess = 80.0; |
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#else |
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uniform lowp vec3 ambientColor; |
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uniform lowp vec3 specularColor; |
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uniform lowp vec3 lightColor; |
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uniform mediump float shininess; |
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#endif |
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in mediump vec3 transformedNormal; |
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in mediump vec3 transformedNormal; |
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in highp vec3 lightDirection; |
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in highp vec3 lightDirection; |
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@ -29,7 +36,7 @@ void main() { |
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color.rgb += diffuseColor*lightColor*intensity; |
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color.rgb += diffuseColor*lightColor*intensity; |
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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) { |
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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.rgb += specularColor*specularity; |
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color.rgb += specularColor*specularity; |
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