// -- 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; }