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shaders.fragmentmaterial.shader Maven / Gradle / Ivy

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precision highp float;

varying vec3 v_normal;
uniform vec4 u_diffuse;
uniform vec4 u_specular;
uniform float u_shininess;

void main(void) {
	vec3 normal = normalize(v_normal);
	vec4 color = vec4(0., 0., 0., 1.);
	vec4 diffuse = vec4(0., 0., 0., 1.);
	vec4 specular;
	diffuse = u_diffuse;
	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);
	gl_FragColor = color;
}




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