[shaders] vertex = uniform highp mat4 u_modelMatrix; uniform highp mat4 u_viewProjectionMatrix; uniform highp mat4 u_normalMatrix; attribute highp vec4 a_vertex; attribute highp vec4 a_normal; attribute highp vec2 a_uvs; varying highp vec3 f_vertex; varying highp vec3 f_normal; void main() { vec4 world_space_vert = u_modelMatrix * a_vertex; gl_Position = u_viewProjectionMatrix * world_space_vert; f_vertex = world_space_vert.xyz; f_normal = (u_normalMatrix * normalize(a_normal)).xyz; } fragment = uniform mediump vec4 u_ambientColor; uniform mediump vec4 u_diffuseColor; uniform mediump vec4 u_specularColor; uniform highp vec3 u_lightPosition; uniform mediump float u_shininess; uniform highp vec3 u_viewPosition; uniform lowp float u_overhangAngle; uniform lowp vec4 u_overhangColor; varying highp vec3 f_vertex; varying highp vec3 f_normal; void main() { mediump vec4 finalColor = vec4(0.0); // Ambient Component finalColor += u_ambientColor; highp vec3 normal = normalize(f_normal); highp vec3 lightDir = normalize(u_lightPosition - f_vertex); // Diffuse Component highp float NdotL = clamp(abs(dot(normal, lightDir)), 0.0, 1.0); finalColor += (NdotL * u_diffuseColor); // Specular Component // TODO: We should not do specularity for fragments facing away from the light. highp vec3 reflectedLight = reflect(-lightDir, normal); highp vec3 viewVector = normalize(u_viewPosition - f_vertex); highp float NdotR = clamp(dot(viewVector, reflectedLight), 0.0, 1.0); finalColor += pow(NdotR, u_shininess) * u_specularColor; finalColor = (-normal.y > u_overhangAngle) ? u_overhangColor : finalColor; gl_FragColor = finalColor; gl_FragColor.a = 1.0; } vertex41core = #version 410 uniform highp mat4 u_modelMatrix; uniform highp mat4 u_viewProjectionMatrix; uniform highp mat4 u_normalMatrix; in highp vec4 a_vertex; in highp vec4 a_normal; in highp vec2 a_uvs; out highp vec3 f_vertex; out highp vec3 f_normal; void main() { vec4 world_space_vert = u_modelMatrix * a_vertex; gl_Position = u_viewProjectionMatrix * world_space_vert; f_vertex = world_space_vert.xyz; f_normal = (u_normalMatrix * normalize(a_normal)).xyz; } fragment41core = #version 410 uniform mediump vec4 u_ambientColor; uniform mediump vec4 u_diffuseColor; uniform mediump vec4 u_specularColor; uniform highp vec3 u_lightPosition; uniform mediump float u_shininess; uniform highp vec3 u_viewPosition; uniform lowp float u_overhangAngle; uniform lowp vec4 u_overhangColor; in highp vec3 f_vertex; in highp vec3 f_normal; out vec4 frag_color; void main() { mediump vec4 finalColor = vec4(0.0); // Ambient Component finalColor += u_ambientColor; highp vec3 normal = normalize(f_normal); highp vec3 lightDir = normalize(u_lightPosition - f_vertex); // Diffuse Component highp float NdotL = clamp(abs(dot(normal, lightDir)), 0.0, 1.0); finalColor += (NdotL * u_diffuseColor); // Specular Component // TODO: We should not do specularity for fragments facing away from the light. highp vec3 reflectedLight = reflect(-lightDir, normal); highp vec3 viewVector = normalize(u_viewPosition - f_vertex); highp float NdotR = clamp(dot(viewVector, reflectedLight), 0.0, 1.0); finalColor += pow(NdotR, u_shininess) * u_specularColor; finalColor = (-normal.y > u_overhangAngle) ? u_overhangColor : finalColor; frag_color = finalColor; frag_color.a = 1.0; } [defaults] u_ambientColor = [0.3, 0.3, 0.3, 1.0] u_diffuseColor = [1.0, 0.79, 0.14, 1.0] u_specularColor = [0.4, 0.4, 0.4, 1.0] u_overhangColor = [1.0, 0.0, 0.0, 1.0] u_shininess = 20.0 [bindings] u_modelMatrix = model_matrix u_viewProjectionMatrix = view_projection_matrix u_normalMatrix = normal_matrix u_viewPosition = view_position u_lightPosition = light_0_position u_diffuseColor = diffuse_color [attributes] a_vertex = vertex a_normal = normal