#version 120 // // iris.frag // fragment shader // // Created by Andrzej Kapolka on 6/13/13. // Copyright (c) 2013 High Fidelity, Inc. All rights reserved. // // the iris texture uniform sampler2D texture; // the interpolated normal varying vec4 normal; void main(void) { // compute the specular component (sans exponent) based on the normal OpenGL lighting model float specular = max(0.0, dot(normalize(gl_LightSource[0].position + vec4(0.0, 0.0, 1.0, 0.0)), normalize(normal))); // modulate texture by diffuse color and add specular contribution gl_FragColor = gl_Color * texture2D(texture, gl_TexCoord[0].st) + pow(specular, gl_FrontMaterial.shininess) * gl_FrontLightProduct[0].specular; }