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1 // shared fragment shader should succeed. | |
2 precision mediump float; | |
3 varying vec4 v_position; | |
4 varying vec2 v_texCoord; | |
5 varying vec3 v_surfaceToLight; | |
6 | |
7 // #fogUniforms | |
8 | |
9 vec4 lit(float l ,float h, float m) { | |
10 return vec4(1.0, | |
11 max(l, 0.0), | |
12 (l > 0.0) ? pow(max(0.0, h), m) : 0.0, | |
13 1.0); | |
14 } | |
15 void main() { | |
16 vec4 normalSpec = vec4(0,0,0,0); // #noNormalMap | |
17 vec4 reflection = vec4(0,0,0,0); // #noReflection | |
18 vec3 surfaceToLight = normalize(v_surfaceToLight); | |
19 vec4 skyColor = vec4(0.5,0.5,1,1); // #noReflection | |
20 | |
21 vec3 halfVector = normalize(surfaceToLight); | |
22 vec4 litR = lit(1.0, 1.0, 10.0); | |
23 vec4 outColor = vec4(mix( | |
24 skyColor, | |
25 vec4(1,2,3,4) * (litR.y + litR.z * normalSpec.a), | |
26 1.0 - reflection.r).rgb, | |
27 1.0); | |
28 // #fogCode | |
29 gl_FragColor = outColor; | |
30 } | |
31 | |
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