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; |
-} |
- |