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uniform sampler2D tex0;
uniform vec4 u_reflProps;
#define glossMult (u_reflProps.x)
FSIN vec3 v_normal;
FSIN vec3 v_light;
FSIN vec2 v_tex0;
FSIN float v_fog;
void
main(void)
{
vec4 color = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
vec3 n = 2.0*v_normal-1.0; // unpack
vec3 v = 2.0*v_light-1.0; //
float s = dot(n, v);
color = s*s*s*s*s*s*s*s*color*v_fog*glossMult;
DoAlphaTest(color.a);
FRAGCOLOR(color);
}
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