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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 = normalize(varWorldNormal);
9
10   vec3 light0Vec = normalize(UNI_lightPos_0.xyz - varWorldPos.xyz);
11   vec3 light0R = reflect(light0Vec, worldNorm);
12   float light0_Diffuse = clamp(dot(worldNorm, light0Vec), 0.0, 1.0);
13   float light0Spec = clamp(dot(-light0R, V), 0.001, 1.0);
14   float light0_Specular = pow(light0Spec, 10.0) * 0.7;
15
16   vec3 light1Vec = normalize(UNI_lightPos_1.xyz - varWorldPos.xyz);
17   vec3 light1R = reflect(light1Vec, worldNorm);
18   float light1_Diffuse = clamp(dot(worldNorm, light1Vec), 0.0, 1.0);
19   float light1Spec = clamp(dot(-light1R, V), 0.001, 1.0);
20   float light1_Specular = pow(light1Spec, 10.0) * 0.7;
21
22   vec2 t0 = varTex0.xy;
23   lowp vec4 col = UNI_diffuse;
24   col.xyz = col.xyz * (light0_Diffuse * UNI_lightColor_0.xyz +
25                        light1_Diffuse * UNI_lightColor_1.xyz);
26   col.xyz += (light0_Specular + light1_Specular);
27   gl_FragColor = col;
28}
29
30