ADSTexture.fp

#version 330

out vec4 vFragColor;

uniform vec4      ambientColor;
uniform vec4      diffuseColor;   
uniform vec4      specularColor;
uniform sampler2D colorMap;

smooth in vec3 vVaryingNormal;
smooth in vec3 vVaryingLightDir;
smooth in vec2 vTexCoords;

void main(void)
{ 
    // Dot product gives us diffuse intensity
    float diff = max(0.0, dot(normalize(vVaryingNormal), normalize(vVaryingLightDir)));

    // Multiply intensity by diffuse color, force alpha to 1.0
    vFragColor = diff * diffuseColor;

    // Add in ambient light
    vFragColor += ambientColor;

    // Modulate in the texture
    vFragColor *= texture(colorMap, vTexCoords);

    // Specular Light
    vec3 vReflection = normalize(reflect(-normalize(vVaryingLightDir), normalize(vVaryingNormal)));
    float spec = max(0.0, dot(normalize(vVaryingNormal), vReflection));
    if(diff != 0) {
        float fSpec = pow(spec, 128.0);
        vFragColor.rgb += vec3(fSpec, fSpec, fSpec);
        }
}
    

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