• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1varying vec3 varWorldPos;
2varying vec3 varWorldNormal;
3varying vec2 varTex0;
4
5void main() {
6
7   vec3 V = normalize(UNI_cameraPos.xyz - varWorldPos.xyz);
8   vec3 worldNorm = normalize(varWorldNormal);
9
10   vec3 light0Vec = normalize(UNI_lightPos_0.xyz - varWorldPos.xyz);
11   float light0_Diffuse = clamp(dot(worldNorm, light0Vec), 0.0, 1.0);
12
13   vec3 light1Vec = normalize(UNI_lightPos_1.xyz - varWorldPos.xyz);
14   float light1_Diffuse = clamp(dot(worldNorm, light1Vec), 0.0, 1.0);
15
16   vec2 t0 = varTex0.xy;
17   lowp vec4 col = UNI_diffuse;
18   col.xyz = col.xyz * (light0_Diffuse * UNI_lightColor_0.xyz +
19                        light1_Diffuse * UNI_lightColor_1.xyz);
20   gl_FragColor = col;
21}
22
23