varying float light0_Diffuse; varying float light0_Specular; varying float light1_Diffuse; varying float light1_Specular; varying vec2 varTex0; // This is where actual shader code begins void main() { vec4 worldPos = UNI_model[0] * ATTRIB_position; worldPos = UNI_model[1] * worldPos; gl_Position = UNI_proj * worldPos; mat4 model0 = UNI_model[0]; mat3 model3 = mat3(model0[0].xyz, model0[1].xyz, model0[2].xyz); vec3 worldNorm = model3 * ATTRIB_normal; vec3 V = normalize(-worldPos.xyz); vec3 light0Vec = normalize(UNI_light_Posision[0].xyz - worldPos.xyz); vec3 light0R = -reflect(light0Vec, worldNorm); light0_Diffuse = clamp(dot(worldNorm, light0Vec), 0.0, 1.0) * UNI_light_Diffuse[0]; float light0Spec = clamp(dot(light0R, V), 0.001, 1.0); light0_Specular = pow(light0Spec, UNI_light_CosinePower[0]) * UNI_light_Specular[0]; vec3 light1Vec = normalize(UNI_light_Posision[1].xyz - worldPos.xyz); vec3 light1R = reflect(light1Vec, worldNorm); light1_Diffuse = clamp(dot(worldNorm, light1Vec), 0.0, 1.0) * UNI_light_Diffuse[1]; float light1Spec = clamp(dot(light1R, V), 0.001, 1.0); light1_Specular = pow(light1Spec, UNI_light_CosinePower[1]) * UNI_light_Specular[1]; gl_PointSize = 1.0; varTex0 = ATTRIB_texture0; }