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  1. uniform vec4 U_AmbientMaterial;
  2. uniform vec4 U_AmbientLight;
  3. uniform vec4 U_DiffuseMaterial;
  4. uniform vec4 U_DiffuseLight;
  5. uniform vec4 U_SpecularMaterial;
  6. uniform vec4 U_SpecularLight;
  7. uniform vec4 U_LightPos;
  8. uniform vec4 U_CameraPos;
  9. varying vec4 V_Normal;
  10. varying vec4 V_WorldPos;
  11. void main(){
  12. //ambient
  13. vec4 ambientColor = U_AmbientMaterial * U_AmbientLight;
  14. //diffuse
  15. vec3 n = normalize(V_Normal.xyz);
  16. vec3 l = normalize(U_LightPos - vec3(0));
  17. float duffuseIntensity = max(0.0, dot(l,n));
  18. vec4 duffuseColor = U_DiffuseMaterial * U_DiffuseLight * duffuseIntensity;
  19. //specular
  20. vec4 specularColor = vec4(0);
  21. if(duffuseIntensity > 0){
  22. vec3 rd = normalize(reflect(-l,n));
  23. vec3 vd = normalize((U_CameraPos - V_WorldPos).xyz);
  24. float specularIntensity = pow(max(0.0,dot(vd,rd)), 128);
  25. specularColor = U_SpecularMaterial * U_SpecularLight * specularIntensity;
  26. }
  27. gl_FragColor = ambientColor + duffuseColor + specularColor;
  28. }