2016-02-26 09:20:24 +03:00
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$input v_view, v_world
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/*
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2017-01-01 11:18:41 +03:00
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* Copyright 2011-2017 Branimir Karadzic. All rights reserved.
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2016-02-26 09:20:24 +03:00
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* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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*/
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#include <bgfx_shader.sh>
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uniform vec4 u_params[4];
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#define u_lightDir u_params[0].xyz
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#define u_shininess u_params[0].w
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#define u_skyColor u_params[1].xyz
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#define u_groundColor u_params[2].xyz
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#define u_matColor u_params[3]
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void main()
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{
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vec3 normal = normalize(cross(dFdx(v_world), dFdy(v_world) ) );
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vec3 viewDir = -normalize(v_view);
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float ndotl = dot(normal, u_lightDir);
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vec3 diffuse = mix(u_groundColor, u_skyColor, ndotl*0.5 + 0.5) * u_matColor.xyz;
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#if 0
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vec3 reflected = 2.0*ndotl*normal - u_lightDir;
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float rdotv = dot(reflected, viewDir);
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float spec = step(0.0, ndotl) * pow(max(0.0, rdotv), u_shininess);
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#else
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float spec = 0.0;
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#endif
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gl_FragColor = vec4(diffuse + vec3_splat(spec), u_matColor.w);
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}
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