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varying vec3 normal, light_pos, V, N;
varying vec4 diffuse, ambient;
uniform sampler2D tex;
void main() {
//gl_FragColor = gl_Color * diffuse_value;
//vec4 color = ambient;
//vec3 n = normalize(normal);
/*vec3 n = normal;
vec3 hv;
float dotL = max(dot(n, vec3(0, 1, 0)), 0.0);
color += diffuse * dotL;
hv = normalize(halfvector);
float dotHV = max(dot(n, hv), 0.0);*/
//color += gl_FrontMaterial.specular * gl_LightSource[0].specular * pow(dotHV, gl_FrontMaterial.shininess);
vec3 n = normalize(normal);
float NdotL = max(dot(light_pos, n), 0.0);
float diffuse = max(dot(n, light_pos), 0.0);
gl_FragColor = vec4(n, 0.0);
//gl_FragColor = texture2D(tex, gl_TexCoord[0].st) /* diffuse_value*/ * diffuse;
//gl_FragColor = gl_Color * diffuse;
//gl_FragColor = NdotL * diffuse + ambient;
return;
vec3 L = normalize(light_pos - V);
vec3 E = normalize(-V);
vec3 R = normalize(-reflect(L, N));
vec4 Iamb = gl_FrontLightProduct[0].ambient;
vec4 Idiff = gl_FrontLightProduct[0].diffuse * max(dot(N, L), 0.0);
vec4 Ispec = gl_FrontLightProduct[0].specular * pow(max(dot(R, E), 0.0), 0.3 * gl_FrontMaterial.shininess);
gl_FragColor = gl_FrontLightModelProduct.sceneColor + Iamb + Idiff + Ispec;
}
/* vim: set syn=glsl: */
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