precision highp float; varying vec3 v_normal; uniform vec3 u_light0Color; varying vec3 v_light0Direction; uniform float u_shininess; uniform vec4 u_ambient; varying vec2 v_texcoord0; uniform sampler2D u_diffuse; uniform vec4 u_emission; uniform vec4 u_specular; void main(void) { vec3 normal = normalize(v_normal); vec4 color = vec4(0., 0., 0., 0.); vec4 diffuse = vec4(0., 0., 0., 1.); vec3 diffuseLight = vec3(0., 0., 0.); vec4 emission; vec4 ambient; vec4 specular; vec3 specularLight = vec3(0., 0., 0.); { float diffuseIntensity; float specularIntensity; vec3 l = normalize(v_light0Direction); vec3 h = normalize(l+vec3(0.,0.,1.)); diffuseIntensity = max(dot(normal,l), 0.); specularIntensity = pow(max(0.0,dot(normal,h)),u_shininess); specularLight += u_light0Color * specularIntensity; diffuseLight += u_light0Color * diffuseIntensity; } ambient = u_ambient; diffuse = texture2D(u_diffuse, v_texcoord0); emission = u_emission; specular = u_specular; specular.xyz *= specularLight; color.xyz += specular.xyz; diffuse.xyz *= diffuseLight; color.xyz += diffuse.xyz; color.xyz += emission.xyz; color = vec4(color.rgb * diffuse.a, diffuse.a); gl_FragColor = color; }