ege/data/ParticuleMesh.frag

42 lines
816 B
GLSL

#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
struct DirectionalLight {
vec3 direction;
vec3 halfplane;
vec4 ambientColor;
vec4 diffuseColor;
vec4 specularColor;
};
struct Material {
vec4 ambientFactor;
vec4 diffuseFactor;
vec4 specularFactor;
float shininess;
};
// Light
uniform DirectionalLight EW_directionalLight;
// Material
uniform Material EW_material;
// Input :
uniform sampler2D EW_texID;
uniform vec4 EW_mainColor;
varying vec2 f_texcoord;
varying vec3 v_ecNormal;
void main(void) {
vec4 tmpElementColor = texture2D(EW_texID, f_texcoord)*EW_mainColor;
// Calculate ambient light
vec4 ambientLight = EW_directionalLight.ambientColor * EW_material.ambientFactor;
vec4 light = ambientLight;
gl_FragColor = tmpElementColor * light;
}