varying vec3 varWorldPos; | |
varying vec3 varWorldNormal; | |
varying vec2 varTex0; | |
void main() { | |
vec3 V = normalize(UNI_cameraPos.xyz - varWorldPos.xyz); | |
vec3 worldNorm = (varWorldNormal); | |
vec3 light0Vec = V; | |
vec3 light0R = reflect(light0Vec, worldNorm); | |
float light0_Diffuse = dot(worldNorm, light0Vec); | |
vec2 t0 = varTex0.xy; | |
lowp vec4 col = texture2D(UNI_diffuse, t0).rgba; | |
col.xyz = col.xyz * light0_Diffuse * 1.2; | |
gl_FragColor = col; | |
} | |