lightFragmentShaderBlinnPhong top-level property
Implementation
final ShaderObject lightFragmentShaderBlinnPhong =
ShaderObject("LightBlinnPhongF")
..AddVaryingVars([vPosition, vNormal, vTexUV])
..AddUniformVars([uLightDescs, uLightTypes, uShininess])
..AddUniformVars([uEyePosition, uTexture])
..SetBodyWithMain([
"""
ColorComponents acc = CombinedLight(${vPosition},
${vNormal},
${uEyePosition},
${uLightDescs},
${uLightTypes},
${uShininess});
${oFragColor}.rgb = acc.diffuse +
acc.specular +
texture(${uTexture}, ${vTexUV}).rgb;
${oFragColor}.a = 1.0;
"""
], prolog: [
StdLibShader
]);