24 lines
714 B
GLSL
24 lines
714 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 = normalize(varWorldNormal);
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vec3 light0Vec = V;
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vec3 light0R = reflect(light0Vec, worldNorm);
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float light0_Diffuse = clamp(dot(worldNorm, light0Vec), 0.0, 1.0);
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float light0Spec = clamp(dot(-light0R, V), 0.001, 1.0);
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float light0_Specular = pow(light0Spec, 15.0) * 0.5;
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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 * (textureCube(UNI_reflection, worldNorm).rgb * 0.5 + vec3(light0_Diffuse));
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col.xyz += light0_Specular * vec3(0.8, 0.8, 1.0);
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gl_FragColor = col;
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}
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