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@marcosbitetti
Created February 18, 2016 09:51
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///// ----------- Fragment
uniform texture diffuse;
uniform texture normal;
vec4 cor = tex(diffuse,UV);
vec3 norm = 2.0 * tex(normal,UV).rgb;// - vec3(0.5,0.5,0.5);
DIFFUSE = cor.rgb;
NORMAL = NORMAL*norm;
///// ------------ Light
float NdotL = max(0.0,dot( NORMAL, LIGHT_DIR ));
// toon
if (NdotL<0.2)
{
NdotL = 0.2;
} else {
if (NdotL<0.4)
{
NdotL = 0.4;
} else {
if (NdotL<0.65)
{
NdotL = 0.65;
} else
{
NdotL = 1.0;
}
}
}
LIGHT = LIGHT_DIFFUSE * DIFFUSE * NdotL;
if (NdotL > 0.0) {
vec3 half_vec = normalize(LIGHT_DIR + EYE_VEC);
float eye_light = max(dot(NORMAL, half_vec),0.0);
LIGHT += LIGHT_SPECULAR * SPECULAR * pow( eye_light, SPECULAR_EXP );
}
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