varying vec3 varWorldPos; varying vec3 varWorldNormal; varying vec2 varTex0; void main() { vec3 V = normalize(-varWorldPos.xyz); vec3 worldNorm = normalize(varWorldNormal); vec3 light0Vec = normalize(UNI_light0_Posision.xyz - varWorldPos); vec3 light0R = -reflect(light0Vec, worldNorm); float light0_Diffuse = clamp(dot(worldNorm, light0Vec), 0.0, 1.0) * UNI_light0_Diffuse; float light0Spec = clamp(dot(light0R, V), 0.001, 1.0); float light0_Specular = pow(light0Spec, UNI_light0_CosinePower) * UNI_light0_Specular; vec3 light1Vec = normalize(UNI_light1_Posision.xyz - varWorldPos); vec3 light1R = reflect(light1Vec, worldNorm); float light1_Diffuse = clamp(dot(worldNorm, light1Vec), 0.0, 1.0) * UNI_light1_Diffuse; float light1Spec = clamp(dot(light1R, V), 0.001, 1.0); float light1_Specular = pow(light1Spec, UNI_light1_CosinePower) * UNI_light1_Specular; vec2 t0 = varTex0.xy; lowp vec4 col = texture2D(UNI_Tex0, t0).rgba; col.xyz = col.xyz * (light0_Diffuse * UNI_light0_DiffuseColor.xyz + light1_Diffuse * UNI_light1_DiffuseColor.xyz); col.xyz += light0_Specular * UNI_light0_SpecularColor.xyz; col.xyz += light1_Specular * UNI_light1_SpecularColor.xyz; gl_FragColor = col; }