uniform vec4 U_AmbientMaterial; uniform vec4 U_AmbientLight; uniform vec4 U_DiffuseMaterial; uniform vec4 U_DiffuseLight; uniform vec4 U_SpecularMaterial; uniform vec4 U_SpecularLight; uniform vec4 U_LightPos; uniform vec4 U_CameraPos; varying vec4 V_Normal; varying vec4 V_WorldPos; void main(){ //ambient vec4 ambientColor = U_AmbientMaterial * U_AmbientLight; //diffuse vec3 n = normalize(V_Normal.xyz); vec3 l = normalize(U_LightPos - vec3(0)); float duffuseIntensity = max(0.0, dot(l,n)); vec4 duffuseColor = U_DiffuseMaterial * U_DiffuseLight * duffuseIntensity; //specular vec4 specularColor = vec4(0); if(duffuseIntensity > 0){ vec3 rd = normalize(reflect(-l,n)); vec3 vd = normalize((U_CameraPos - V_WorldPos).xyz); float specularIntensity = pow(max(0.0,dot(vd,rd)), 128); specularColor = U_SpecularMaterial * U_SpecularLight * specularIntensity; } gl_FragColor = ambientColor + duffuseColor + specularColor; }