varying highp vec2 UV; varying highp vec2 coords_mdl; 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; uniform highp float lightStrength; uniform highp float ambientStrength; void main() { highp vec3 materialDiffuseColor = color_mdl.rgb; 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; else 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; else if (cosAlpha > 1.0) cosAlpha = 1.0; gl_FragColor.rgb = materialAmbientColor + materialDiffuseColor * lightStrength * (cosTheta * cosTheta) / distance + materialSpecularColor * lightStrength * (cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha) / distance; gl_FragColor.a = 1.0; }