webgl/src/client/shaders/grey.frag

18 lines
490 B
GLSL

precision highp float;
varying highp vec2 vTextureCoord;
varying highp vec4 vNormal;
varying highp vec3 vPosition;
uniform sampler2D uSampler;
void main() {
vec3 n = normalize(vec3(-50., 100., 50.) - vPosition);
float diffuse = max(dot(normalize(vNormal.xyz), n), 0.);
float specular = pow(
max(dot(
reflect(n, normalize(vNormal.xyz)),
normalize(vec3(0., 0., -50.) - vPosition)),
0.), 10.);
gl_FragColor = vec4((diffuse * 0.8) + (vec3(0.2)) + (specular * vec3(1.)), 1.0);
}