| varying vec3 varWorldPos; |
| varying vec3 varWorldNormal; |
| varying vec2 varTex0; |
| |
| void main() { |
| |
| vec3 V = normalize(UNI_cameraPos.xyz - varWorldPos.xyz); |
| vec3 worldNorm = normalize(varWorldNormal); |
| |
| vec3 light0Vec = V; |
| vec3 light0R = reflect(light0Vec, worldNorm); |
| float light0_Diffuse = clamp(dot(worldNorm, light0Vec), 0.01, 0.99); |
| float light0Spec = clamp(dot(-light0R, V), 0.001, 1.0); |
| float light0_Specular = pow(light0Spec, 150.0) * 0.5; |
| |
| vec2 t0 = varTex0.xy; |
| lowp vec4 col = texture2D(UNI_diffuse, t0).rgba; |
| col.xyz = col.xyz * light0_Diffuse * 1.1; |
| col.xyz += light0_Specular * vec3(0.8, 0.8, 1.0); |
| |
| float fresnel = mix(pow(1.0 - light0_Diffuse, 15.0), 1.0, 0.1); |
| col.xyz = mix(col.xyz, textureCube(UNI_reflection, -light0R).rgb * 2.4, fresnel); |
| col.w = 0.8; |
| gl_FragColor = col; |
| } |
| |