1varying vec3 varWorldPos; 2varying vec3 varWorldNormal; 3varying vec2 varTex0; 4 5void main() { 6 7 vec3 V = normalize(UNI_cameraPos.xyz - varWorldPos.xyz); 8 vec3 worldNorm = (varWorldNormal); 9 10 vec3 light0Vec = V; 11 vec3 light0R = reflect(light0Vec, worldNorm); 12 float light0_Diffuse = dot(worldNorm, light0Vec); 13 14 vec2 t0 = varTex0.xy; 15 lowp vec4 col = texture2D(UNI_diffuse, t0).rgba; 16 col.xyz = col.xyz * light0_Diffuse * 1.2; 17 gl_FragColor = col; 18} 19 20