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fshader.glsl
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fshader.glsl
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varying vec4 color;
varying float porg;
uniform sampler2D texture;
varying vec3 fN;
varying vec3 fL;
varying vec3 fV;
varying vec3 fN2;
varying vec3 fL2;
varying vec3 fV2;
varying vec2 texCoord;
varying float mlights;
uniform vec4 AmbientProduct, DiffuseProduct, SpecularProduct;
uniform mat4 ModelView;
uniform vec4 LightPosition;
varying vec4 Light2Position;
uniform float Shininess;
varying float shading;
varying float material;
void main()
{
if(porg == 0.0){
if(mlights == 0.0){
// Normalize the input lighting vectors
vec3 N = normalize(fN);
vec3 V = normalize(fV);
vec3 L = normalize(fL);
vec3 H = normalize( L + V );
vec4 ambient = AmbientProduct;
float Kd = max(dot(L, N), 0.0);
vec4 diffuse = Kd*DiffuseProduct;
float Ks = pow(max(dot(N, H), 0.0), Shininess);
vec4 specular = Ks*material*SpecularProduct;
// discard the specular highlight if the light's behind the vertex
if( dot(L, N) < 0.0 ) {
specular = vec4(0.0, 0.0, 0.0, 1.0);
}
gl_FragColor = ambient;
gl_FragColor.a = 1.0;
} else if(mlights == 1.0){
// Normalize the input lighting vectors
vec3 N = normalize(fN);
vec3 V = normalize(fV);
vec3 L = normalize(fL);
vec3 H = normalize( L + V );
vec4 ambient = AmbientProduct;
float Kd = max(dot(L, N), 0.0);
vec4 diffuse = Kd*DiffuseProduct;
float Ks = pow(max(dot(N, H), 0.0), Shininess);
vec4 specular = Ks*material*SpecularProduct;
// discard the specular highlight if the light's behind the vertex
if( dot(L, N) < 0.0 ) {
specular = vec4(0.0, 0.0, 0.0, 1.0);
}
gl_FragColor = ambient + diffuse + specular;
gl_FragColor.a = 1.0;
} else {//two lights with phong
vec3 N = normalize(fN);
vec3 V = normalize(fV);
vec3 L = normalize(fL);
vec3 H = normalize( L + V );
vec4 ambient = AmbientProduct;
float Kd = max(dot(L, N), 0.0);
vec4 diffuse = Kd*DiffuseProduct;
float Ks = pow(max(dot(N, H), 0.0), Shininess);
vec4 specular = Ks*material*SpecularProduct;
// discard the specular highlight if the light's behind the vertex
if( dot(L, N) < 0.0 ) {
specular = vec4(0.0, 0.0, 0.0, 1.0);
}
gl_FragColor = ambient + diffuse + specular;
gl_FragColor.a = 1.0;
N = normalize(fN2);
V = normalize(fV2);
L = normalize(fL2);
H = normalize( L + V );
ambient = AmbientProduct;
Kd = max(dot(L, N), 0.0);
diffuse += Kd*DiffuseProduct;
Ks = pow(max(dot(N, H), 0.0), Shininess);
specular += Ks*material*SpecularProduct;
// discard the specular highlight if the light's behind the vertex
if( dot(L, N) < 0.0 ) {
specular = vec4(0.0, 0.0, 0.0, 1.0);
}
gl_FragColor = ambient + diffuse + specular;
gl_FragColor.a = 1.0;
}
}else {
if(shading == 1.0){
gl_FragColor = color;
}else if(shading == 2.0){//texture
gl_FragColor = texture2D( texture, texCoord );
}else {
gl_FragColor = color;
}
}
}