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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 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 = 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 = 1.0;
}
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