📄 tutorial9.frag
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varying vec3 N;
varying vec3 L;
varying vec3 P;
varying float pattern;
uniform vec4 color0; // "Diffuse" Color
uniform vec4 color1; // "Ambient" Color
uniform vec4 color2; // "Specular" Color
void main (void)
{
vec3 E = normalize(-P);
vec3 R = normalize(-reflect(L,N));
float diffuse = max(dot(N,L),0.0);
diffuse = smoothstep(diffuse, 0.0, 0.5);
float spec = pow(max(dot(R,E),0.0), 10.0);
float spec2= pattern*spec;
gl_FragColor = color1 + color0*diffuse + color2*(spec+spec2);
}
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