nenuzhno-engine_iter1/assets/base/shaders/lightDir.fs

33 lines
756 B
GLSL

#version 100
precision highp float;
varying vec3 v_normal;
varying vec2 v_uv;
varying vec3 v_viewDir;
uniform sampler2D u_tex;
uniform vec3 u_lightDir;
const float specPower = 40.0;
vec3 calcLight(vec3 dir, vec3 norm, vec3 lcol, vec3 col){
vec3 reflectVec = reflect(-dir, norm);
float diffuse = max(0.0,dot(norm,dir));
vec3 vd = normalize(v_viewDir);
float specular = 0.5*pow(max(dot(vd, reflectVec), 0.0), specPower);
return col*diffuse*lcol + specular*lcol;
}
void main()
{
vec4 col = texture2D(u_tex, v_uv);
vec3 normal = normalize(v_normal);
gl_FragColor = vec4(0.0);
//float diffuse = max(0.0,dot(normal,u_lightDir));
gl_FragColor.rgb = calcLight(u_lightDir,normal,vec3(1.0),col.rgb);
//gl_FragColor = col;
gl_FragColor.rgb+=0.1;
}