add textured object shader; update names
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41
shaders/obj_tex.fp
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41
shaders/obj_tex.fp
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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uniform vec4 ambient, specular;
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uniform float shininess;
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uniform sampler2D tex;
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varying vec3 pos_i;
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varying vec3 normal_i;
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varying vec2 tex_coord_i;
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void main(void)
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{
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vec3 n, lightDir;
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vec4 color;
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float NdotL, RdotEye;
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lightDir = normalize(vec3(-0.1, 0, -0.9));
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color = vec4(0.2, 0.2, 0.2, 1.0) * ambient; /* ambient light */
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n = normalize(normal_i);
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NdotL = max(dot(n, -lightDir), 0.0);
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if (NdotL > 0.0)
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{
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/* diffuse component */
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color += texture2D(tex, tex_coord_i) * NdotL;
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/* specular component */
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RdotEye = dot(normalize(-pos_i), normalize(reflect(-lightDir, n)));
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if (RdotEye > 0.0)
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{
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color += clamp(specular * pow(RdotEye, shininess), 0.0, 1.0);
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}
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}
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gl_FragColor = color;
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}
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16
shaders/obj_tex.vp
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16
shaders/obj_tex.vp
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attribute vec3 pos;
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attribute vec3 normal;
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attribute vec2 tex_coord;
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varying vec3 pos_i;
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varying vec3 normal_i;
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varying vec2 tex_coord_i;
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void main(void)
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{
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gl_Position = gl_ModelViewProjectionMatrix * vec4(pos, 1);
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pos_i = gl_Position.xyz;
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tex_coord_i = tex_coord;
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normal_i = gl_NormalMatrix * normal;
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}
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