#version 120 uniform highp vec3 lightPosition_wrld; uniform highp vec3 color_mdl; uniform highp float lightStrength; uniform highp float ambientStrength; 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; 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 = 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 * (cosTheta * cosTheta) / (distance * distance) + materialSpecularColor * lightStrength * pow(cosAlpha, 5) / (distance * distance); }