1 varying vec3 varWorldPos; 2 varying vec3 varWorldNormal; 3 varying vec2 varTex0; 4 5 void main() { 6 7 vec3 V = normalize(UNI_cameraPos.xyz - varWorldPos.xyz); 8 vec3 worldNorm = normalize(varWorldNormal); 9 10 vec3 light0Vec = normalize(UNI_lightPos_0.xyz - varWorldPos.xyz); 11 vec3 light0R = reflect(light0Vec, worldNorm); 12 float light0_Diffuse = clamp(dot(worldNorm, light0Vec), 0.0, 1.0); 13 float light0Spec = clamp(dot(-light0R, V), 0.001, 1.0); 14 float light0_Specular = pow(light0Spec, 10.0) * 0.7; 15 16 vec3 light1Vec = normalize(UNI_lightPos_1.xyz - varWorldPos.xyz); 17 vec3 light1R = reflect(light1Vec, worldNorm); 18 float light1_Diffuse = clamp(dot(worldNorm, light1Vec), 0.0, 1.0); 19 float light1Spec = clamp(dot(-light1R, V), 0.001, 1.0); 20 float light1_Specular = pow(light1Spec, 10.0) * 0.7; 21 22 vec2 t0 = varTex0.xy; 23 lowp vec4 col = UNI_diffuse; 24 col.xyz = col.xyz * (light0_Diffuse * UNI_lightColor_0.xyz + 25 light1_Diffuse * UNI_lightColor_1.xyz); 26 col.xyz += (light0_Specular + light1_Specular); 27 gl_FragColor = col; 28 } 29 30