diff options
author | sanine <sanine.not@pm.me> | 2022-03-04 10:47:15 -0600 |
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committer | sanine <sanine.not@pm.me> | 2022-03-04 10:47:15 -0600 |
commit | 058f98a63658dc1a2579826ba167fd61bed1e21f (patch) | |
tree | bcba07a1615a14d943f3af3f815a42f3be86b2f3 /src/mesh/assimp-master/test/models/glTF2/BoxTextured-glTF-techniqueWebGL/BoxTextured1.frag | |
parent | 2f8028ac9e0812cb6f3cbb08f0f419e4e717bd22 (diff) |
add assimp submodule
Diffstat (limited to 'src/mesh/assimp-master/test/models/glTF2/BoxTextured-glTF-techniqueWebGL/BoxTextured1.frag')
-rw-r--r-- | src/mesh/assimp-master/test/models/glTF2/BoxTextured-glTF-techniqueWebGL/BoxTextured1.frag | 29 |
1 files changed, 29 insertions, 0 deletions
diff --git a/src/mesh/assimp-master/test/models/glTF2/BoxTextured-glTF-techniqueWebGL/BoxTextured1.frag b/src/mesh/assimp-master/test/models/glTF2/BoxTextured-glTF-techniqueWebGL/BoxTextured1.frag new file mode 100644 index 0000000..3850980 --- /dev/null +++ b/src/mesh/assimp-master/test/models/glTF2/BoxTextured-glTF-techniqueWebGL/BoxTextured1.frag @@ -0,0 +1,29 @@ +precision highp float; +uniform sampler2D u_diffuse; +uniform vec4 u_specular; +uniform float u_shininess; +uniform float u_transparency; +varying vec3 v_position; +varying vec3 v_normal; +varying vec2 v_texcoord0; +void main(void) { + vec3 normal = normalize(v_normal); + vec4 diffuse = texture2D(u_diffuse, v_texcoord0); + vec3 diffuseLight = vec3(0.0, 0.0, 0.0); + vec3 specular = u_specular.rgb; + vec3 specularLight = vec3(0.0, 0.0, 0.0); + vec3 ambient = diffuse.rgb; + vec3 viewDir = -normalize(v_position); + vec3 ambientLight = vec3(0.0, 0.0, 0.0); + ambientLight += vec3(0.2, 0.2, 0.2); + vec3 l = vec3(0.0, 0.0, 1.0); + diffuseLight += vec3(1.0, 1.0, 1.0) * max(dot(normal, l), 0.); + vec3 reflectDir = reflect(-l, normal); + float specularIntensity = max(0., pow(max(dot(reflectDir, viewDir), 0.), u_shininess)); + specularLight += vec3(1.0, 1.0, 1.0) * specularIntensity; + vec3 color = vec3(0.0, 0.0, 0.0); + color += diffuse.rgb * diffuseLight; + color += specular * specularLight; + color += ambient * ambientLight; + gl_FragColor = vec4(color * diffuse.a * u_transparency, diffuse.a * u_transparency); +} |