[vert.glsl] #version 130 in vec3 in_position; in vec3 in_Normal; in vec4 in_color; in vec2 in_texcoord; uniform mat4 u_modelview; uniform mat4 u_view; uniform mat4 u_projection; uniform mat3 u_normalmat; out vec4 pass_vertex; /* View space */ out vec3 pass_tnormal; out vec4 pass_color; out vec2 pass_texcoord; void main(void) { vec4 vertex = u_modelview * vec4(in_position, 1.0); vec3 tnorm = normalize(u_normalmat * in_Normal); pass_vertex = vertex; pass_tnormal = tnorm; pass_color = in_color; pass_texcoord = in_texcoord; gl_Position = u_projection * vertex; } [frag.glsl] #version 130 #if defined GL_ES precision highp float; #endif in vec4 pass_vertex; /* View space */ in vec3 pass_tnormal; in vec4 pass_color; in vec2 pass_texcoord; uniform mat4 u_view; uniform mat4 u_inv_view; uniform mat4 u_inv_modelview; uniform sampler2D u_Texture; //Light list uniform vec4 u_lights[8 * 2]; void main(void) { /* Material properties */ vec3 specular_reflect = vec3(0.8, 0.75, 0.4); float specular_power = 60.0; /* World properties */ vec3 ambient = vec3(0.7, 0.7, 0.7); vec3 specular = vec3(0.0, 0.0, 0.0); vec3 diffuse = vec3(0.0, 0.0, 0.0); /* Light precalculations */ vec3 v = normalize(-pass_vertex.xyz); /* Apply lighting */ for (int i = 0; i < 8; i++) { vec4 pos = u_lights[i * 2]; vec4 color = u_lights[i * 2 + 1]; vec3 s, r; if (pos.w > 0.0) { /* Point light -- no attenuation yet */ s = normalize((u_view * pos).xyz - pass_vertex.xyz); r = reflect(-s, pass_tnormal); } else { /* Directional light */ s = normalize(-pos.xyz); r = reflect(s, pass_tnormal); } float sdotn = max(dot(s, pass_tnormal), 0.0); diffuse += color.xyz * sdotn; if (sdotn > 0.0) specular += color.xyz * specular_reflect * pow(max(dot(r, v), 0.0), specular_power); } vec3 light = ambient + diffuse + specular; gl_FragColor = texture2D(u_Texture, pass_texcoord.xy) * pass_color * vec4(light, 1.0f); }