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#version 120
uniform highp vec3 lightPosition_wrld;
uniform highp vec3 color_mdl;
varying highp vec3 position_wrld;
varying highp vec3 normal_cmr;
varying highp vec3 eyeDirection_cmr;
varying highp vec3 lightDirection_cmr;
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 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 = 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 +
materialSpecularColor * lightColor * lightPower * pow(cosAlpha, 5) / (distance * distance);
gl_FragColor.a = 1.0;
}
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