1varying float light0_Diffuse; 2varying float light0_Specular; 3varying float light1_Diffuse; 4varying float light1_Specular; 5varying vec2 varTex0; 6 7// This is where actual shader code begins 8void main() { 9 vec4 worldPos = UNI_model[0] * ATTRIB_position; 10 worldPos = UNI_model[1] * worldPos; 11 gl_Position = UNI_proj * worldPos; 12 13 mat4 model0 = UNI_model[0]; 14 mat3 model3 = mat3(model0[0].xyz, model0[1].xyz, model0[2].xyz); 15 vec3 worldNorm = model3 * ATTRIB_normal; 16 vec3 V = normalize(-worldPos.xyz); 17 18 vec3 light0Vec = normalize(UNI_light_Posision[0].xyz - worldPos.xyz); 19 vec3 light0R = -reflect(light0Vec, worldNorm); 20 light0_Diffuse = clamp(dot(worldNorm, light0Vec), 0.0, 1.0) * UNI_light_Diffuse[0]; 21 float light0Spec = clamp(dot(light0R, V), 0.001, 1.0); 22 light0_Specular = pow(light0Spec, UNI_light_CosinePower[0]) * UNI_light_Specular[0]; 23 24 vec3 light1Vec = normalize(UNI_light_Posision[1].xyz - worldPos.xyz); 25 vec3 light1R = reflect(light1Vec, worldNorm); 26 light1_Diffuse = clamp(dot(worldNorm, light1Vec), 0.0, 1.0) * UNI_light_Diffuse[1]; 27 float light1Spec = clamp(dot(light1R, V), 0.001, 1.0); 28 light1_Specular = pow(light1Spec, UNI_light_CosinePower[1]) * UNI_light_Specular[1]; 29 30 gl_PointSize = 1.0; 31 varTex0 = ATTRIB_texture0; 32} 33