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 = V;
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, 15.0) * 0.5;
15
16   vec2 t0 = varTex0.xy;
17   lowp vec4 col = texture2D(UNI_diffuse, t0).rgba;
18   col.xyz = col.xyz * (textureCube(UNI_reflection, worldNorm).rgb * 0.5 + vec3(light0_Diffuse));
19   col.xyz += light0_Specular * vec3(0.8, 0.8, 1.0);
20
21   gl_FragColor = col;
22}
23
24