varying highp vec2 UV; varying highp vec3 position_wrld; varying highp vec3 normal_cmr; varying highp vec3 eyeDirection_cmr; varying highp vec3 lightDirection_cmr; uniform highp vec3 lightPosition_wrld; uniform highp vec3 color_mdl; void main() { highp vec3 lightColor = vec3(1.0, 1.0, 1.0); highp float lightPower = 10.0; highp vec3 materialAmbientColor = vec3(0.5, 0.5, 0.5) * color_mdl; //highp vec3 materialDiffuseColor = vec3(0.1, 0.1, 0.1) * color_mdl; highp vec3 materialSpecularColor = vec3(0.3, 0.3, 0.3) * color_mdl; highp float distance = length(lightPosition_wrld - position_wrld); highp vec3 n = normalize(normal_cmr); highp vec3 l = normalize(lightDirection_cmr); highp float cosTheta = dot(n, l); if (cosTheta < 0.0) { cosTheta = 0.0; } if (cosTheta > 1.0) { cosTheta = 1.0; } highp vec3 E = normalize(eyeDirection_cmr); highp vec3 R = reflect(-l, n); highp float cosAlpha = dot(E, R); if (cosAlpha < 0.0) { cosAlpha = 0.0; } if (cosAlpha > 1.0) { cosAlpha = 1.0; } gl_FragColor.rgb = materialAmbientColor + //materialDiffuseColor * lightColor * lightPower * cosTheta / (distance * distance) + materialSpecularColor * lightColor * lightPower * (cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha) / (distance * distance); gl_FragColor.a = 1.0; }