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; varying highp vec3 lightPosition_wrld_frag; uniform highp sampler2D textureSampler; uniform highp float lightStrength; uniform highp float ambientStrength; uniform highp vec4 lightColor; void main() { highp vec3 materialDiffuseColor = texture2D(textureSampler, UV).rgb; highp vec3 materialAmbientColor = lightColor.rgb * ambientStrength * materialDiffuseColor; highp vec3 materialSpecularColor = lightColor.rgb; highp float distance = length(lightPosition_wrld_frag - 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 * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha) / distance; gl_FragColor.a = texture2D(textureSampler, UV).a; gl_FragColor.rgb = clamp(gl_FragColor.rgb, 0.0, 1.0); }