#version 120 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 sampler2D textureSampler; uniform highp vec3 lightPosition_wrld; uniform highp float lightStrength; uniform highp float ambientStrength; uniform highp vec4 lightColor; void main() { highp vec2 gradientUV = vec2(0.0, (coords_mdl.y + 1.0) / 2.0); highp vec3 materialDiffuseColor = texture2D(textureSampler, gradientUV).xyz; highp vec3 materialAmbientColor = lightColor.rgb * ambientStrength * materialDiffuseColor; highp vec3 materialSpecularColor = lightColor.rgb; 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 + materialDiffuseColor * lightStrength * pow(cosTheta, 2) / distance + materialSpecularColor * lightStrength * pow(cosAlpha, 10) / distance; gl_FragColor.a = 1.0; }