varying vec3 varWorldPos; varying vec3 varWorldNormal; varying vec2 varTex0; void main() { vec3 V = normalize(UNI_cameraPos.xyz - varWorldPos.xyz); vec3 worldNorm = normalize(varWorldNormal); vec3 light0Vec = normalize(UNI_lightPos_0.xyz - varWorldPos.xyz); vec3 light0R = reflect(light0Vec, worldNorm); float light0_Diffuse = clamp(dot(worldNorm, light0Vec), 0.0, 1.0); float light0Spec = clamp(dot(-light0R, V), 0.001, 1.0); float light0_Specular = pow(light0Spec, 10.0) * 0.7; vec3 light1Vec = normalize(UNI_lightPos_1.xyz - varWorldPos.xyz); vec3 light1R = reflect(light1Vec, worldNorm); float light1_Diffuse = clamp(dot(worldNorm, light1Vec), 0.0, 1.0); float light1Spec = clamp(dot(-light1R, V), 0.001, 1.0); float light1_Specular = pow(light1Spec, 10.0) * 0.7; vec2 t0 = varTex0.xy; lowp vec4 col = UNI_diffuse; col.xyz = col.xyz * (light0_Diffuse * UNI_lightColor_0.xyz + light1_Diffuse * UNI_lightColor_1.xyz); col.xyz += (light0_Specular + light1_Specular); gl_FragColor = col; }