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/* <copyright>
This file contains proprietary software owned by Motorola Mobility, Inc.<br/>
No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.<br/>
(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved.
</copyright> */
// defines
#if defined( GL_ES )
precision highp float;
#endif
uniform mat4 u_viewMatrix;
#if defined( MATERIAL )
uniform vec4 u_ambientColor;
uniform vec4 u_diffuseColor;
uniform vec4 u_specularColor;
uniform float u_specularPower;
#endif
#if defined( LIGHTING )
varying vec3 v_normal;
#if defined( LIGHT_0 )
// uniform int u_light0Type;
uniform vec3 u_light0Pos;
uniform vec3 u_light0Dir;
uniform vec3 u_light0Atten;
uniform vec2 u_light0Spot;
uniform vec4 u_light0Color;
uniform vec4 u_light0Specular;
varying vec3 v_light0Dir;
varying vec3 v_light0SpotDir;
#endif
#if defined( LIGHT_1 )
// uniform int u_light1Type;
uniform vec3 u_light1Pos;
uniform vec3 u_light1Dir;
uniform vec3 u_light1Atten;
uniform vec2 u_light1Spot;
uniform vec4 u_light1Color;
uniform vec4 u_light1Specular;
varying vec3 v_light1Dir;
varying vec3 v_light1SpotDir;
#endif
#if defined( LIGHT_2 )
// uniform int u_light2Type;
uniform vec3 u_light2Pos;
uniform vec3 u_light2Dir;
uniform vec3 u_light2Atten;
uniform vec2 u_light2Spot;
uniform vec4 u_light2Color;
uniform vec4 u_light2Specular;
varying vec3 v_light2Dir;
varying vec3 v_light2SpotDir;
#endif
#if defined( LIGHT_3 )
// uniform int u_light3Type;
uniform vec3 u_light3Pos;
uniform vec3 u_light3Dir;
uniform vec3 u_light3Atten;
uniform vec2 u_light3Spot;
uniform vec4 u_light3Color;
uniform vec4 u_light3Specular;
varying vec3 v_light3Dir;
varying vec3 v_light3SpotDir;
#endif
#endif
#if defined( ENVIRONMENT_MAP )
uniform float u_envReflection;
#endif
uniform vec3 u_eye;
uniform sampler2D s_diffuseMap;
uniform sampler2D s_normalMap;
uniform sampler2D s_envMap;
uniform sampler2D s_specMap;
varying vec3 v_mvPos;
varying vec3 v_eyeDir;
varying vec2 v_texcoord;
void main() {
// these are the four principle color elements making up the final fragment equation.
vec4 a = vec4(0.0,0.0,0.0,0.0); // ambient contribution
vec4 d = vec4(0.0,0.0,0.0,0.0); // diffuse contribution
vec4 s = vec4(0.0,0.0,0.0,0.0); // specular contribution
vec4 l = vec4(0.0,0.0,0.0,0.0); // lighting contribution
#if defined( MATERIAL )
a += u_ambientColor;
d += u_diffuseColor;
#endif
#if defined( DIFFUSE_MAP )
d *= texture2D(s_diffuseMap, v_texcoord);
#endif
#if ( defined( LIGHTING ) || defined( ENVIRONMENT_MAPPING ) )
vec3 normal = normalize( v_normal );
#endif
#if defined( LIGHTING )
#if defined( NORMAL_MAP )
vec4 normalMap = texture2D(s_normalMap, v_texcoord);
normalMap = vec4( (normalMap.xyz * 2.0 - 1.0), 0.0 );
normal = normalize(normalMap.x*vec3(normal.z, 0.0, normal.x) + vec3(0.0, normalMap.y, 0.0) + normalMap.z*normal);
#endif // NORMAL_MAP
#if defined( LIGHT_0 )
{
// diffuse lighting
float ldist = length( v_light0Dir.xyz );
vec3 ldir = v_light0Dir.xyz / ldist;
float atten = 1.0;
#if ( LIGHT_0 > 0 )
atten = 1.0 / ( u_light0Atten.x + u_light0Atten.y * ldist + u_light0Atten.z * ( ldist * ldist ) );
#if (LIGHT_0 == 2)
float spotAngle = dot( ldir, normalize( v_light0SpotDir ) );
float spotAtten = 0.0;
if ( spotAngle > u_light0Spot.y ) {
spotAtten = min(1.0, max( 0.0, ( spotAngle - u_light0Spot.y ) / ( u_light0Spot.x - u_light0Spot.y ) ) );
}
atten *= spotAtten;
#endif
#endif
float ndotl = max( 0.0, dot( normal, ldir ) );
l += ndotl * atten * u_light0Color;
#if defined( LIGHT_0_SPECULAR )
// specular contribution
vec3 halfAngleVec = normalize( normalize( v_light0Dir.xyz ) + vec3(0.0,0.0,1.0) );
float ndoth = max( 0.0, dot( normal, halfAngleVec ) );
s += atten * pow( ndoth, u_specularPower ) * (u_specularColor * u_light0Specular);
#endif
}
#endif // LIGHT_0
#if defined( LIGHT_1 )
{
// diffuse lighting
float ldist = length( v_light1Dir.xyz );
vec3 ldir = v_light1Dir.xyz / ldist;
float atten = 1.0;
#if ( LIGHT_1 > 0 )
atten = 1.0 / ( u_light1Atten.x + u_light1Atten.y * ldist + u_light1Atten.z * ( ldist * ldist ) );
#if (LIGHT_1 == 2)
float spotAngle = dot( ldir, normalize( v_light1SpotDir ) );
float spotAtten = 0.0;
if ( spotAngle > u_light1Spot.y ) {
spotAtten = min(1.0, max( 0.0, ( spotAngle - u_light1Spot.y ) / ( u_light1Spot.x - u_light1Spot.y ) ) );
}
atten *= spotAtten;
#endif
#endif
float ndotl = max( 0.0, dot( normal, ldir ) );
l += ndotl * atten * u_light1Color;
#if defined( LIGHT_1_SPECULAR )
// specular contribution
vec3 halfAngleVec = normalize( normalize( v_light1Dir.xyz ) + vec3(0.0,0.0,1.0) );
float ndoth = max( 0.0, dot( normal, halfAngleVec ) );
s += atten * pow( ndoth, u_specularPower ) * (u_specularColor * u_light1Specular);
#endif
}
#endif // LIGHT_1
#if defined( LIGHT_2 )
{
// diffuse lighting
float ldist = length( v_light2Dir.xyz );
vec3 ldir = v_light2Dir.xyz / ldist;
float atten = 1.0;
#if ( LIGHT_2 > 0 )
atten = 1.0 / ( u_light2Atten.x + u_light2Atten.y * ldist + u_light2Atten.z * ( ldist * ldist ) );
#if (LIGHT_2 == 2)
float spotAngle = dot( ldir, normalize( v_light2SpotDir ) );
float spotAtten = 0.0;
if ( spotAngle > u_light2Spot.y ) {
spotAtten = min(1.0, max( 0.0, ( spotAngle - u_light2Spot.y ) / ( u_light2Spot.x - u_light2Spot.y ) ) );
}
atten *= spotAtten;
#endif
#endif
float ndotl = max( 0.0, dot( normal, ldir ) );
l += ndotl * atten * u_light2Color;
#if defined( LIGHT_2_SPECULAR )
// specular contribution
vec3 halfAngleVec = normalize( normalize( v_light2Dir.xyz ) + vec3(0.0,0.0,1.0) );
float ndoth = max( 0.0, dot( normal, halfAngleVec ) );
s += atten * pow( ndoth, u_specularPower ) * (u_specularColor * u_light2Specular);
#endif
}
#endif // LIGHT_2
#if defined( LIGHT_3 )
{
// diffuse lighting
float ldist = length( v_light3Dir.xyz );
vec3 ldir = v_light3Dir.xyz / ldist;
float atten = 1.0;
#if ( LIGHT_3 > 0 )
atten = 1.0 / ( u_light3Atten.x + u_light3Atten.y * ldist + u_light3Atten.z * ( ldist * ldist ) );
#if (LIGHT_3 == 2)
float spotAngle = dot( ldir, normalize( v_light3SpotDir ) );
float spotAtten = 0.0;
if ( spotAngle > u_light3Spot.y ) {
spotAtten = min(1.0, max( 0.0, ( spotAngle - u_light3Spot.y ) / ( u_light3Spot.x - u_light3Spot.y ) ) );
}
atten *= spotAtten;
#endif
#endif
float ndotl = max( 0.0, dot( normal, ldir ) );
l += ndotl * atten * u_light3Color;
#if defined( LIGHT_3_SPECULAR )
// specular contribution
vec3 halfAngleVec = normalize( normalize( v_light3Dir.xyz ) + vec3(0.0,0.0,1.0) );
float ndoth = max( 0.0, dot( normal, halfAngleVec ) );
s += atten * pow( ndoth, u_specularPower ) * (u_specularColor * u_light3Specular);
#endif
}
#endif // LIGHT_3
#endif // LIGHTING
#if defined( SPECULAR ) && defined( SPECULAR_MAP )
vec4 specMapColor = texture2D(s_specMap, v_texcoord);
s *= specMapColor;
#endif
#if defined( ENVIRONMENT_MAP )
vec3 r = reflect( normalize( vec3(0.0,0.0,1.0) ), normal );
float m = 2.0 * length(r);
vec4 envMapColor = texture2D(s_envMap, vec2(r.x/m + 0.5, r.y/m + 0.5)) * u_envReflection;
#if defined( GLOSS_MAP )
// this is an option to modulate the alpha channel of the specular map with the environment
// map (i.e. - gloss mapping).
envMapColor *= specMapColor.a;
#endif
s += envMapColor;
#endif
gl_FragColor = ( a + l ) * d + s;
}
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