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#version 100
varying highp vec2 texCoord;
uniform sampler2D texture;
uniform highp float lightIntensity;
varying highp vec3 worldPosition;
uniform highp float exposure;
highp vec4 lightModel(const in highp vec3 baseColor,
const in highp vec3 pos,
const in highp float intensity)
{
...
}
#line 9
highp vec4 lightModel(const in highp vec3 baseColor,
const in highp vec3 pos,
const in highp float intensity)
{
...
}
#line 11
void main()
{
gl_fragColor = (((((lightModel(((texture2D(texture, texCoord))), worldPosition, lightIntensity)))) * pow(2.0, exposure)));
}
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