#version 120 uniform highp vec3 lightPosition_wrld; uniform highp vec3 color_mdl; varying highp vec3 position_wrld; varying highp vec3 normal_cmr; varying highp vec3 eyeDirection_cmr; varying highp vec3 lightDirection_cmr; 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 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 = clamp(dot(n, l), 0.0, 1.0); highp vec3 E = normalize(eyeDirection_cmr); highp vec3 R = reflect(-l, n); highp float cosAlpha = clamp(dot(E, R), 0.0, 1.0); gl_FragColor.rgb = materialAmbientColor + materialSpecularColor * lightColor * lightPower * pow(cosAlpha, 5) / (distance * distance); gl_FragColor.a = 1.0; }