3 uniform samplerCube envmap;
5 uniform sampler2DShadow shadowmap;
7 varying vec3 vdir, ldir[3], normal;
8 varying vec4 shadow_tc;
11 #define KD gl_FrontMaterial.diffuse.rgb
12 #define KS gl_FrontMaterial.specular.rgb
13 #define SPOW gl_FrontMaterial.shininess
15 #define LD(i) gl_LightSource[i].diffuse.rgb
16 #define LS(i) gl_LightSource[i].specular.rgb
18 vec3 calc_diffuse(in vec3 n, in vec3 l, in vec3 lcol)
20 float ndotl = max(dot(n, l), 0.0);
21 return KD * lcol * ndotl;
24 vec3 calc_specular(in vec3 n, in vec3 l, in vec3 v, in vec3 lcol)
26 vec3 h = normalize(l + v);
27 float ndoth = max(dot(n, h), 0.0);
28 return KS * lcol * pow(ndoth, SPOW);
33 float shadow = shadow2DProj(shadowmap, shadow_tc).x;
35 vec3 n = normalize(normal);
36 vec3 v = normalize(vdir);
38 vec3 l = normalize(ldir[0]);
39 vec3 diffuse = calc_diffuse(n, l, LD(0)) * shadow;
40 vec3 specular = calc_specular(n, l, v, LS(0)) * shadow;
42 l = normalize(ldir[1]);
43 diffuse += calc_diffuse(n, l, LD(1));
44 specular += calc_specular(n, l, v, LS(1));
46 l = normalize(ldir[2]);
47 diffuse += calc_diffuse(n, l, LD(2));
48 specular += calc_specular(n, l, v, LS(2));
52 vec3 rdir = -reflect(wdir, n);
53 vec3 env_texel = textureCube(envmap, rdir).xyz;
54 specular += KS * env_texel;
57 vec3 ambient = gl_LightModel.ambient.rgb * KD;
58 gl_FragColor.rgb = ambient + diffuse + specular;
59 gl_FragColor.a = gl_FrontMaterial.diffuse.a;