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#ifdef GL_ES
precision mediump float;
#endif
uniform vec4 U_AmbientMaterial;
uniform vec4 U_AmbientLight;
uniform vec4 U_LightPos;
uniform vec4 U_DiffuseMaterial;
uniform vec4 U_DiffuseLight;
uniform vec4 U_CameraPos;
uniform vec4 U_SpecularMaterial;
uniform vec4 U_SpecularLight;
varying vec4 V_Normal;
varying vec4 V_WorldPos;
void main()
{
//ambient
vec4 ambirntColor = U_AmbientMaterial*U_AmbientLight;
//diffuse
vec3 L = normalize(U_LightPos.xyz - vec3(0));
vec3 n = normalize(V_Normal.xyz);
float diffuseIntensity = max(0.0, dot(L,n));
vec4 diffuseColor = U_DiffuseMaterial * U_DiffuseLight * diffuseIntensity;
//specular blin
vec4 specularColor = vec4(0);
if(diffuseIntensity > 0.0) {
vec3 vd = normalize((U_CameraPos - V_WorldPos).xyz);
vec3 halfD = normalize(L+vd);
float specularIntensity = pow(max(0.0, dot(n, halfD)),32.0);
specularColor = U_SpecularMaterial * U_SpecularLight * specularIntensity;
}
gl_FragColor=ambirntColor + diffuseColor + specularColor;
}