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varying highp vec2 UV;
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;
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 materialDiffuseColor = vec3(0.1, 0.1, 0.1) * 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 = dot(n, l);
if (cosTheta < 0.0) { cosTheta = 0.0; }
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; }
if (cosAlpha > 1.0) { cosAlpha = 1.0; }
gl_FragColor.rgb =
materialAmbientColor +
//materialDiffuseColor * lightColor * lightPower * cosTheta / (distance * distance) +
materialSpecularColor * lightColor * lightPower * (cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha) / (distance * distance);
gl_FragColor.a = 1.0;
}
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