uniform sampler2D texture; varying vec3 normal; uniform vec3 lightdir; varying vec4 vertex_color; varying vec3 eyeVec; varying vec3 lightVec; void main() { vec3 forward = vec3(0.0, 0.0, 1.0); // get the angle between the forward vector and the horizontal portion of the normal vec3 normal_x = normalize(vec3(normal.x, 0.0, normal.z)); float sin_theta_x = length(cross( forward, normal_x )) * normal.x/abs(normal.x); // get the angle between the forward vector and the vertical portion of the normal vec3 normal_y = normalize(vec3(0.0, normal.y, normal.z)); float sin_theta_y = length(cross( forward, normal_y ))* normal.y/abs(normal.y); vec4 detail0 = texture2D(texture, vec2(0.5 + sin_theta_x*0.5, 0.5 + sin_theta_y*0.5)); gl_FragColor = detail0 * (0.5 + dot(lightdir, normal)) * vertex_color; // 0.5 is the ambient light. //gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); // specular (phong) vec3 R = normalize(reflect(lightVec, normal)); float specular = max(dot(R,eyeVec),0.0); //gl_FragColor = vec4(specular, specular, specular, 1.0); if (specular > 0.0) { // weak specular specular = specular*specular; specular = specular*specular; float specular_weak = specular*2.0; //max(specular*1.1, 1.0); gl_FragColor += vec4(specular_weak, specular_weak, specular_weak, 0.0); /* // strong specular specular = specular*specular; float specular_strong = specular; gl_FragColor += vec4(specular_strong, specular_strong, specular_strong, 0.0); */ } }