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//precision highp float;
uniform mediump vec4 color;
varying highp vec4 v_AmbientAndDiffuseColor;
varying highp vec4 v_SpecularColor;
varying highp float v_AmbientLightBrightness;
varying highp float v_DiffuseBrightness;
varying highp float v_SpecularBrightness;
varying highp vec2 v_TexCoord;
uniform highp vec2 u_viewPortCenter;
uniform highp float u_diameterSquare;
uniform bool u_TextureEnabled;
uniform sampler2D s_Texture;
//highp vec2 centerVec;
void main(void)
{
// centerVec = gl_FragCoord.xy - u_viewPortCenter;
// if(dot(centerVec, centerVec) > u_diameterSquare)
// discard;
if(u_TextureEnabled)
gl_FragColor = texture2D(s_Texture, v_TexCoord) * (v_AmbientLightBrightness + v_DiffuseBrightness)
+ v_SpecularBrightness * v_SpecularColor;
else
gl_FragColor = v_AmbientAndDiffuseColor * (v_AmbientLightBrightness + v_DiffuseBrightness)
+ v_SpecularBrightness * v_SpecularColor;
}
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