nuclear@15: /* vi: set ft=glsl */ nuclear@15: varying vec3 vdir, ldir, normal; nuclear@15: nuclear@15: #define KD gl_FrontMaterial.diffuse.rgb nuclear@15: #define KS gl_FrontMaterial.specular.rgb nuclear@15: #define SPOW gl_FrontMaterial.shininess nuclear@15: nuclear@15: void main() nuclear@15: { nuclear@15: vec3 n = normalize(normal); nuclear@15: vec3 v = normalize(vdir); nuclear@15: vec3 l = normalize(ldir); nuclear@15: vec3 h = normalize(l + v); nuclear@15: nuclear@15: float ndotl = max(dot(n, l), 0.0); nuclear@15: float ndoth = max(dot(n, h), 0.0); nuclear@15: nuclear@15: vec3 diffuse = KD * gl_LightSource[0].diffuse.rgb * ndotl; nuclear@15: vec3 specular = KS * gl_LightSource[0].specular.rgb * pow(ndoth, SPOW); nuclear@15: nuclear@15: vec3 ambient = gl_LightModel.ambient.rgb * KD; nuclear@15: gl_FragColor.rgb = ambient + diffuse + specular; nuclear@15: gl_FragColor.a = gl_FrontMaterial.diffuse.a; nuclear@15: }