$input v_pos, v_view, v_normal, v_texcoord0 /* * Copyright 2013 Milos Tosic. All rights reserved. * License: http://www.opensource.org/licenses/BSD-2-Clause */ #include "../common/common.sh" SAMPLER2D(u_texColor, 0); SAMPLER2D(u_texStipple, 1); uniform vec3 u_stipple; vec2 blinn(vec3 _lightDir, vec3 _normal, vec3 _viewDir) { float ndotl = dot(_normal, _lightDir); vec3 reflected = _lightDir - 2.0*ndotl*_normal; // reflect(_lightDir, _normal); float rdotv = dot(reflected, _viewDir); return vec2(ndotl, rdotv); } void main() { vec2 viewport = (u_viewRect.zw - u_viewRect.xy) * vec2(1.0/8.0, 1.0/4.0); vec2 stippleUV = viewport*(v_pos.xy*0.5 + 0.5); if ((u_stipple.x - texture2D(u_texStipple,stippleUV).r)*u_stipple.y > u_stipple.z) discard; vec3 lightDir = vec3(0.0, 0.0, -1.0); vec3 normal = normalize(v_normal); vec3 view = normalize(v_view); vec2 bln = blinn(lightDir, normal, view); float l = max(0.0, saturate(bln.y) ); vec4 color = toLinear(abs(texture2D(u_texColor, v_texcoord0))*l); gl_FragColor = toGamma(color); }