varying vec4 Ca; varying vec4 Cd; varying vec4 Cs; varying vec4 V_eye; varying vec4 L_eye; varying vec4 N_eye; vec3 reflect(vec3 N, vec3 L) { return 2.0*N*dot(N, L) - L; } void main(void) { vec3 V = normalize(vec3(V_eye)); vec3 L = normalize(vec3(L_eye)); vec3 N = normalize(vec3(N_eye)); float diffuse = clamp(dot(L, N), 0.0, 1.0); vec3 R = reflect(N, L); float specular = clamp(pow(dot(R, V), 16.0), 0.0, 1.0); gl_FragColor = Ca + (Cd*diffuse) + (Cs*specular); }