| 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), 0.0, 1.0); | |
| float light0Spec = clamp(dot(-light0R, V), 0.001, 1.0); | |
| float light0_Specular = pow(light0Spec, 10.0) * 0.5; | |
| vec2 t0 = varTex0.xy; | |
| lowp vec4 col = texture2D(UNI_diffuse, t0).rgba; | |
| col.xyz = col.xyz * light0_Diffuse * 1.2; | |
| col.xyz += light0_Specular * vec3(0.8, 0.8, 1.0); | |
| gl_FragColor = col; | |
| } | |