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kraken/objview/Classes/krengine/Shaders/ShadowShader.fsh

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// -- Per Pixel lighting, test 3 --
uniform sampler2D diffuseTexture, specularTexture, normalTexture;
varying mediump vec2 texCoord;
varying mediump vec3 lightVec;
varying mediump vec3 halfVec;
uniform lowp vec3 material_ambient, material_diffuse, material_specular;
void main()
{
// compute diffuse lighting
mediump vec4 diffuseMaterial = texture2D(diffuseTexture, texCoord);
/*
// lookup normal from normal map, move from [0,1] to [-1, 1] range, normalize
mediump vec3 normal = normalize(2.0 * texture2D(normalTexture,texCoord).rgb - 1.0);
mediump float lamberFactor= max (dot (lightVec, normal), 0.0);
// Add ambient light and alpha component from diffuse texture map
gl_FragColor = vec4(material_ambient, diffuseMaterial.w);
// compute specular lighting
mediump vec3 specularLight = vec3(texture2D(specularTexture, texCoord)); // Specular value comes from a texture
mediump float shininess = pow (max (dot (halfVec, normal), 0.0), 2.0);
// Add diffuse light
gl_FragColor += vec4(vec3(diffuseMaterial) * material_diffuse * lamberFactor, 0.0);
// Add specular light
gl_FragColor += vec4(material_specular * specularLight * shininess, 0.0);
*/
//gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
gl_FragColor = diffuseMaterial;
}