varying highp vec3 position_wrld; varying highp vec3 normal_cmr; varying highp vec3 eyeDirection_cmr; varying highp vec3 lightDirection_cmr; varying highp vec2 coords_mdl; uniform highp vec3 lightPosition_wrld; uniform highp vec3 color_mdl; uniform highp float lightStrength; uniform highp float ambientStrength; void main() { highp vec3 materialDiffuseColor = vec3(coords_mdl.y * color_mdl.x, coords_mdl.y * color_mdl.y, coords_mdl.y * color_mdl.z); highp vec3 materialAmbientColor = vec3(ambientStrength, ambientStrength, ambientStrength) * materialDiffuseColor; highp vec3 materialSpecularColor = vec3(1.0, 1.0, 1.0); 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 = //color_mdl + color_mdl * vec3(cosTheta * cosTheta) / (distance * distance) + vec3(cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha) / (distance * distance); materialAmbientColor + materialDiffuseColor * lightStrength * (cosTheta * cosTheta) / (distance * distance) + materialSpecularColor * lightStrength * (cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha) / (distance * distance); }