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84 lines
2.5 KiB
GLSL

precision highp float;
varying vec3 v_normal;
varying vec2 v_texcoord0;
uniform sampler2D u_diffuse;
uniform vec4 u_specular;
uniform float u_shininess;
// New uniforms for testing
uniform mat4 u_modelMatrix;
uniform mat4 u_viewMatrix;
uniform mat4 u_modelViewProjectionMatrix;
uniform mat4 u_modelInverseMatrix;
uniform mat4 u_viewInverseMatrix;
uniform mat4 u_projectionInverseMatrix;
uniform mat4 u_modelViewInverseMatrix;
uniform mat4 u_modelViewProjectionInverseMatrix;
uniform mat4 u_modelInverseTransposeMatrix;
uniform vec4 u_viewport;
uniform mat4 u_nodeModelMatrix;
uniform mat4 u_nodeViewMatrix;
uniform mat4 u_nodeProjectionMatrix;
uniform mat4 u_nodeModelViewMatrix;
uniform mat4 u_nodeModelViewProjectionMatrix;
uniform mat4 u_nodeModelInverseMatrix;
uniform mat4 u_nodeViewInverseMatrix;
uniform mat4 u_nodeProjectionInverseMatrix;
uniform mat4 u_nodeModelViewInverseMatrix;
uniform mat4 u_nodeModelViewProjectionInverseMatrix;
uniform mat4 u_nodeModelInverseTransposeMatrix;
uniform mat4 u_nodeModelViewInverseTransposeMatrix;
uniform vec4 u_nodeViewport;
uniform vec2 u_vec2;
uniform mat2 u_mat2;
uniform mat3 u_mat3;
uniform mat4 u_mat4;
// End uniforms
void main(void) {
vec3 normal = normalize(v_normal);
vec4 color = vec4(0., 0., 0., 0.);
vec4 diffuse = vec4(0., 0., 0., 1.);
vec4 specular;
diffuse = texture2D(u_diffuse, v_texcoord0);
specular = u_specular;
diffuse.xyz *= max(dot(normal,vec3(0.,0.,1.)), 0.);
color.xyz += diffuse.xyz;
color = vec4(color.rgb * diffuse.a, diffuse.a);
// Use new uniforms for testing
color.r =
u_modelMatrix[0][0] +
u_viewMatrix[0][0] +
u_modelViewProjectionMatrix[0][0] +
u_modelInverseMatrix[0][0] +
u_viewInverseMatrix[0][0] +
u_projectionInverseMatrix[0][0] +
u_modelViewInverseMatrix[0][0] +
u_modelViewProjectionInverseMatrix[0][0] +
u_modelInverseTransposeMatrix[0][0] +
u_viewport.x +
u_nodeModelMatrix[0][0] +
u_nodeViewMatrix[0][0] +
u_nodeProjectionMatrix[0][0] +
u_nodeModelViewMatrix[0][0] +
u_nodeModelViewProjectionMatrix[0][0] +
u_nodeModelInverseMatrix[0][0] +
u_nodeViewInverseMatrix[0][0] +
u_nodeProjectionInverseMatrix[0][0] +
u_nodeModelViewInverseMatrix[0][0] +
u_nodeModelViewProjectionInverseMatrix[0][0] +
u_nodeModelInverseTransposeMatrix[0][0] +
u_nodeModelViewInverseTransposeMatrix[0][0] +
u_nodeViewport.x +
u_vec2.x +
u_mat2[0][0] +
u_mat3[0][0] +
u_mat4[0][0];
// End uniforms
gl_FragColor = color;
}