2016-12-24 15:03:37 +00:00
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#ifdef GL_ES
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// Set default precision to medium
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precision mediump int;
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precision mediump float;
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#endif
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2017-01-17 17:03:47 +00:00
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//uniform mat3 n_matrix;
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2016-12-24 15:03:37 +00:00
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uniform sampler2D texture;
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2017-01-17 17:03:47 +00:00
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uniform mat4 norm_matrix;
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2017-01-17 16:48:54 +00:00
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uniform mat4 m_matrix;
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2016-12-24 15:03:37 +00:00
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2017-01-17 10:32:06 +00:00
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uniform struct Light {
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2017-01-17 16:48:54 +00:00
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vec3 position;
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vec3 intensities;
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2017-01-17 10:32:06 +00:00
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} light;
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2017-01-15 14:51:12 +00:00
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uniform bool b_transparent;
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2016-12-24 15:03:37 +00:00
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varying vec2 v_texcoord;
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2017-01-17 10:37:07 +00:00
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varying vec3 v_position;
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2017-01-17 10:32:06 +00:00
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varying vec3 v_normal;
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2016-12-24 15:03:37 +00:00
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void main()
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{
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2017-01-17 17:03:47 +00:00
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mat3 n_matrix = transpose(inverse(mat3(norm_matrix * m_matrix)));
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2017-01-17 16:48:54 +00:00
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vec3 normal = normalize(n_matrix * v_normal);
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2017-01-17 10:32:06 +00:00
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2017-01-17 16:48:54 +00:00
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vec3 surfaceToLight = light.position - v_position;
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float brightness = dot(normal, surfaceToLight) / (length(surfaceToLight) * length(normal));
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brightness = clamp(brightness, 0, 1);
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2017-01-17 10:32:06 +00:00
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2016-12-31 11:31:38 +00:00
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// Set fragment color from texture
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2017-01-17 10:32:06 +00:00
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vec4 surfaceColor = vec4(texture2D(texture, v_texcoord));
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2017-01-14 16:20:50 +00:00
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2017-01-15 14:51:12 +00:00
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if(!b_transparent)
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{
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2017-01-17 10:32:06 +00:00
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surfaceColor.a = 1.0f;
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2017-01-15 14:51:12 +00:00
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}
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2017-01-17 10:32:06 +00:00
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gl_FragColor = vec4(brightness * light.intensities * surfaceColor.rgb, surfaceColor.a);
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2016-12-24 15:03:37 +00:00
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}
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