Erekir clouds
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@@ -6,21 +6,22 @@ uniform mat4 u_proj;
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uniform mat4 u_trans;
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uniform vec3 u_lightdir;
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uniform vec3 u_camdir;
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uniform vec3 u_campos;
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uniform vec3 u_ambientColor;
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varying vec4 v_col;
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const vec3 diffuse = vec3(0.01);
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const float shinefalloff = 4.0;
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const float shinelen = 0.2;
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void main(){
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vec3 specular = vec3(0.0, 0.0, 0.0);
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//TODO this calculation is probably wrong
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vec3 lightReflect = normalize(reflect(a_normal, u_lightdir));
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float specularFactor = dot(u_camdir, lightReflect);
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vec3 vertexEye = normalize(u_campos - (u_trans * a_position).xyz);
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float specularFactor = dot(vertexEye, lightReflect);
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if(specularFactor > 0.0){
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specular = vec3(1.0 * pow(specularFactor, 64.0)) * (1.0-a_color.a);
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specular = vec3(1.0 * pow(specularFactor, 40.0)) * (1.0-a_color.a);
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}
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vec3 norc = (u_ambientColor + specular) * (diffuse + vec3(clamp((dot(a_normal, u_lightdir) + 1.0) / 2.0, 0.0, 1.0)));
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