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