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struct Light
{
vec4 ambient;
vec4 diffuse;
vec4 specular;
vec4 position;
vec3 halfVector;
};
struct Material
{
vec4 emission;
vec4 ambient;
vec4 diffuse;
vec4 specular;
float shininess;
};
uniform sampler2D u_sampler2d;
uniform Light u_light;
uniform Material u_frontMaterial;
uniform Material u_backMaterial;
varying vec4 v_diffuse, v_ambient;
varying vec3 v_normal, v_lightDir;
varying vec2 v_texCoord;
void main()
{
vec4 color = v_diffuse;
vec3 n = normalize(v_normal);
Light light = u_light;
vec3 lightDir = v_lightDir;
float nDotL = max(dot(n, lightDir), 0.0);
if (nDotL > 0.0) {
color = vec4(color.rgb * nDotL, color.a);
float nDotHV = max(dot(n, light.halfVector), 0.0);
vec4 specular = u_frontMaterial.specular * light.specular;
color += vec4(specular.rgb * pow(nDotHV, u_frontMaterial.shininess), specular.a);
}
gl_FragColor = color + v_ambient;
}
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