#version 100 precision mediump float; // Input from vertex shader varying vec3 fragPosition; varying vec4 fragColor; varying vec3 fragNormal; // Uniforms uniform vec4 colDiffuse; uniform vec4 ambient; uniform vec3 viewPos; #define MAX_LIGHTS 4 #define LIGHT_DIRECTIONAL 0 #define LIGHT_POINT 1 struct Light { int enabled; int type; vec3 position; vec3 target; vec4 color; }; uniform Light lights[MAX_LIGHTS]; void main() { vec3 lightDot = vec3(0.0); vec3 normal = normalize(fragNormal); vec3 viewD = normalize(viewPos - fragPosition); vec3 specular = vec3(0.0); for (int i = 0; i < MAX_LIGHTS; i++) { if (lights[i].enabled == 1) { vec3 light = vec3(0.0); if (lights[i].type == LIGHT_DIRECTIONAL) light = -normalize(lights[i].target - lights[i].position); if (lights[i].type == LIGHT_POINT) light = normalize(lights[i].position - fragPosition); float NdotL = max(dot(normal, light), 0.0); lightDot += lights[i].color.rgb*NdotL; if (NdotL > 0.0) { float specCo = pow(max(0.0, dot(viewD, reflect(-light, normal))), 16.0); specular += specCo; } } } vec4 finalColor = (fragColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0))); finalColor += fragColor*(ambient/10.0)*colDiffuse; finalColor = pow(finalColor, vec4(1.0/2.2)); // gamma correction gl_FragColor = finalColor; }