20 lines
466 B
GLSL
20 lines
466 B
GLSL
varying vec3 varWorldPos;
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varying vec3 varWorldNormal;
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varying vec2 varTex0;
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void main() {
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vec3 V = normalize(UNI_cameraPos.xyz - varWorldPos.xyz);
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vec3 worldNorm = (varWorldNormal);
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vec3 light0Vec = V;
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vec3 light0R = reflect(light0Vec, worldNorm);
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float light0_Diffuse = dot(worldNorm, light0Vec);
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vec2 t0 = varTex0.xy;
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lowp vec4 col = texture2D(UNI_diffuse, t0).rgba;
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col.xyz = col.xyz * light0_Diffuse * 1.2;
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gl_FragColor = col;
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}
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