#define FP highp uniform FP vec4 lightPosition; uniform FP vec3 lightIntensity; // TODO: Replace with a struct uniform FP vec3 ka; // Ambient reflectivity uniform FP vec3 kd; // Diffuse reflectivity uniform FP vec3 ks; // Specular reflectivity uniform FP float shininess; // Specular shininess factor uniform FP float alpha; varying FP vec3 position; varying FP vec3 normal; FP vec3 adsModel( const FP vec3 pos, const FP vec3 n ) { // Calculate the vector from the light to the fragment FP vec3 s = normalize( vec3( lightPosition ) - pos ); // Calculate the vector from the fragment to the eye position // (origin since this is in "eye" or "camera" space) FP vec3 v = normalize( -pos ); // Reflect the light beam using the normal at this fragment FP vec3 r = reflect( -s, n ); // Calculate the diffuse component FP float diffuse = max( dot( s, n ), 0.0 ); // Calculate the specular component FP float specular = 0.0; if ( dot( s, n ) > 0.0 ) specular = pow( max( dot( r, v ), 0.0 ), shininess ); // Combine the ambient, diffuse and specular contributions return lightIntensity * ( ka + kd * diffuse + ks * specular ); } void main() { gl_FragColor = vec4( adsModel( position, normalize( normal ) ), alpha ); }