| Index: conformance/shaders/misc/shared-a.frag
|
| ===================================================================
|
| --- conformance/shaders/misc/shared-a.frag (revision 106149)
|
| +++ conformance/shaders/misc/shared-a.frag (working copy)
|
| @@ -1,34 +0,0 @@
|
| -// shared fragment shader should succeed.
|
| -precision mediump float;
|
| -uniform vec4 lightColor;
|
| -varying vec4 v_position;
|
| -varying vec2 v_texCoord;
|
| -varying vec3 v_surfaceToLight;
|
| -
|
| -uniform vec4 ambient;
|
| -uniform sampler2D diffuse;
|
| -uniform vec4 specular;
|
| -uniform float shininess;
|
| -uniform float specularFactor;
|
| -// #fogUniforms
|
| -
|
| -vec4 lit(float l ,float h, float m) {
|
| - return vec4(1.0,
|
| - max(l, 0.0),
|
| - (l > 0.0) ? pow(max(0.0, h), m) : 0.0,
|
| - 1.0);
|
| -}
|
| -void main() {
|
| - vec4 diffuseColor = texture2D(diffuse, v_texCoord);
|
| - vec4 normalSpec = vec4(0,0,0,0); // #noNormalMap
|
| - vec3 surfaceToLight = normalize(v_surfaceToLight);
|
| - vec3 halfVector = normalize(surfaceToLight);
|
| - vec4 litR = lit(1.0, 1.0, shininess);
|
| - vec4 outColor = vec4(
|
| - (lightColor * (diffuseColor * litR.y + diffuseColor * ambient +
|
| - specular * litR.z * specularFactor * normalSpec.a)).rgb,
|
| - diffuseColor.a);
|
| - // #fogCode
|
| - gl_FragColor = outColor;
|
| -}
|
| -
|
|
|