uniform vec3 u_eye; uniform vec4 u_reflProps; uniform vec4 u_specDir[5]; uniform vec4 u_specColor[5]; #define fresnel (u_reflProps.x) #define lightStrength (u_reflProps.y) // speclight alpha #define shininess (u_reflProps.z) #define specularity (u_reflProps.w) layout(location = 0) in vec3 in_pos; layout(location = 1) in vec3 in_normal; layout(location = 2) in vec4 in_color; layout(location = 3) in vec2 in_tex0; out vec4 v_color; out vec4 v_reflcolor; out vec2 v_tex0; out vec2 v_tex1; out float v_fog; vec3 DoDirLightSpec(vec3 Ldir, vec3 Lcol, vec3 N, vec3 V, float power) { return pow(clamp(dot(N, normalize(V + -Ldir)), 0.0, 1.0), power)*Lcol; } void main(void) { vec4 Vertex = u_world * vec4(in_pos, 1.0); gl_Position = u_proj * u_view * Vertex; vec3 Normal = mat3(u_world) * in_normal; vec3 viewVec = normalize(u_eye - Vertex.xyz); v_tex0 = in_tex0; v_color = in_color; v_color.rgb += u_ambLight.rgb*surfAmbient; v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse*lightStrength; v_color = clamp(v_color, 0.0, 1.0); v_color *= u_matColor; // reflect V along Normal vec3 uv2 = Normal*dot(viewVec, Normal)*2.0 - viewVec; v_tex1 = uv2.xy*0.5 + 0.5; float b = 1.0 - clamp(dot(viewVec, Normal), 0.0, 1.0); v_reflcolor = vec4(0.0, 0.0, 0.0, 1.0); v_reflcolor.a = mix(b*b*b*b*b, 1.0f, fresnel)*shininess; for(int i = 0; i < 5; i++) v_reflcolor.rgb += DoDirLightSpec(u_specDir[i].xyz, u_specColor[i].rgb, Normal, viewVec, u_specDir[i].w)*specularity*lightStrength; v_fog = DoFog(gl_Position.w); }