#version 120 uniform sampler2D diffuse; uniform vec4 light_diffuse; uniform vec4 light_specular; varying vec2 v_texcoord; varying vec3 v_normal; varying vec3 v_light_vector; varying vec3 v_view_vector; void main(void) { vec3 nnormal = normalize( v_normal ); vec3 nlight_vector = normalize( v_light_vector ); vec3 nview_vector = normalize( v_view_vector ); vec3 nreflect_vector = reflect( -nlight_vector, nnormal ); float specular_value = clamp( dot( nreflect_vector, nview_vector ), 0.0, 1.0 ); specular_value = pow( specular_value, 6.0 ); float diffuse_value = max( dot( nlight_vector, nnormal ), 0.0 ); vec3 diff_texel = vec3( texture2D( diffuse, v_texcoord ) ); float final_specular = specular_value * 0.2; float final_diffuse = diffuse_value * 0.5; float final_ambient = 0.3; vec3 ambient_color = final_ambient * diff_texel; vec3 diffuse_color = light_diffuse.xyz * final_diffuse * diff_texel; vec3 specular_color = light_specular.xyz * final_specular; gl_FragColor = vec4( ambient_color + diffuse_color + specular_color, 1.0 ); // gl_FragColor = vec4( diff_texel, 1.0 ); }