attribute vec4 a_position; attribute vec3 a_normal; attribute vec4 a_color; attribute vec4 a_emissive; uniform mat4 u_proj; uniform mat4 u_trans; uniform vec3 u_lightdir; uniform vec3 u_camdir; uniform vec3 u_campos; uniform vec3 u_ambientColor; uniform float u_emissive; varying vec4 v_col; const vec3 diffuse = vec3(0.01); void main(){ vec3 specular = vec3(0.0, 0.0, 0.0); //TODO this calculation is probably wrong vec3 lightReflect = normalize(reflect(a_normal, u_lightdir)); vec3 vertexEye = normalize(u_campos - (u_trans * a_position).xyz); float albedo = 1.0 - a_color.a; float specularFactor = dot(vertexEye, lightReflect); if(specularFactor > 0.0){ specular = vec3(1.0 * pow(specularFactor, 40.0)) * albedo; } vec3 norc = (u_ambientColor + specular) * (diffuse + vec3(clamp((dot(a_normal, u_lightdir) + 1.0) / 2.0, 0.0, 1.0))); float emissive = a_emissive.a * u_emissive * min(pow(max(0.0, (1.0 - norc.r) * 1.2), 3.0), 1.1); v_col = vec4(mix(a_color.rgb, a_emissive.rgb, emissive), 1.0) * vec4(mix(norc, vec3(1.0), emissive), 1.0); gl_Position = u_proj * u_trans * a_position; }