varying vec3 vertex_normal; varying vec4 vertex_position; vec4 compute_color(vec4 light_position, vec4 diffuse_light_color) { const vec4 lightAmbient = vec4(0.1, 0.1, 0.1, 1.0); const vec4 lightSpecular = vec4(0.8, 0.8, 0.8, 1.0); const vec4 matAmbient = vec4(0.2, 0.2, 0.2, 1.0); const vec4 matSpecular = vec4(1.0, 1.0, 1.0, 1.0); const float matShininess = 100.0; vec3 eye_direction = normalize(-vertex_position.xyz); vec3 light_direction = normalize(light_position.xyz/light_position.w - vertex_position.xyz/vertex_position.w); vec3 normalized_normal = normalize(vertex_normal); vec3 reflection = reflect(-light_direction, normalized_normal); float specularTerm = pow(max(0.0, dot(reflection, eye_direction)), matShininess); float diffuseTerm = max(0.0, dot(normalized_normal, light_direction)); vec4 specular = (lightSpecular * matSpecular); vec4 ambient = (lightAmbient * matAmbient); vec4 diffuse = (diffuse_light_color * MaterialDiffuse); vec4 result = (specular * specularTerm) + ambient + (diffuse * diffuseTerm); return result; } void main(void) { $DO_LIGHTS$ }