varying vec3 vNormal;
varying vec3 vVertex;
#define shininess 20.0
void main (void)
{
// Material Color:
vec4 color0 = vec4(0.8, 0.0, 0.0, 1.0);
// Silhouette Color:
vec4 color1 = vec4(0.0, 0.0, 0.0, 1.0);
// Specular Color:
vec4 color2 = vec4(0.8, 0.0, 0.0, 1.0);
// Lighting
vec3 eyePos = vec3(0.0,0.0,5.0);
vec3 lightPos = vec3(0.0,5.0,5.0);
vec3 Normal = normalize(gl_NormalMatrix * vNormal);
vec3 EyeVert = normalize(eyePos - vVertex);
vec3 LightVert = normalize(lightPos - vVertex);
vec3 EyeLight = normalize(LightVert+EyeVert);
// Simple Silhouette
float sil = max(dot(Normal,EyeVert), 0.0);
if (sil < 0.3) gl_FragColor = color1;
else
{
gl_FragColor = color0;
// Specular part
float spec = pow(max(dot(Normal,EyeLight),0.0), shininess);
if (spec < 0.2) gl_FragColor *= 0.8;
else gl_FragColor = color2;
// Diffuse part
float diffuse = max(dot(Normal,LightVert),0.0);
if (diffuse < 0.5) gl_FragColor *=0.8; } }
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