| OLD | NEW |
| (Empty) |
| 1 // shared fragment shader should succeed. | |
| 2 precision mediump float; | |
| 3 uniform vec4 lightColor; | |
| 4 varying vec4 v_position; | |
| 5 varying vec2 v_texCoord; | |
| 6 varying vec3 v_surfaceToLight; | |
| 7 | |
| 8 uniform vec4 ambient; | |
| 9 uniform sampler2D diffuse; | |
| 10 uniform vec4 specular; | |
| 11 uniform float shininess; | |
| 12 uniform float specularFactor; | |
| 13 // #fogUniforms | |
| 14 | |
| 15 vec4 lit(float l ,float h, float m) { | |
| 16 return vec4(1.0, | |
| 17 max(l, 0.0), | |
| 18 (l > 0.0) ? pow(max(0.0, h), m) : 0.0, | |
| 19 1.0); | |
| 20 } | |
| 21 void main() { | |
| 22 vec4 diffuseColor = texture2D(diffuse, v_texCoord); | |
| 23 vec4 normalSpec = vec4(0,0,0,0); // #noNormalMap | |
| 24 vec3 surfaceToLight = normalize(v_surfaceToLight); | |
| 25 vec3 halfVector = normalize(surfaceToLight); | |
| 26 vec4 litR = lit(1.0, 1.0, shininess); | |
| 27 vec4 outColor = vec4( | |
| 28 (lightColor * (diffuseColor * litR.y + diffuseColor * ambient + | |
| 29 specular * litR.z * specularFactor * normalSpec.a)).rgb, | |
| 30 diffuseColor.a); | |
| 31 // #fogCode | |
| 32 gl_FragColor = outColor; | |
| 33 } | |
| 34 | |
| OLD | NEW |