varying vec3 varWorldPos; varying vec3 varWorldNormal; varying vec2 varTex0; void main() { vec3 V = normalize(UNI_cameraPos.xyz - varWorldPos.xyz); vec3 worldNorm = normalize(varWorldNormal); vec3 light0Vec = V; vec3 light0R = reflect(light0Vec, worldNorm); float light0_Diffuse = clamp(dot(worldNorm, light0Vec), 0.0, 1.0); float light0Spec = clamp(dot(-light0R, V), 0.001, 1.0); float light0_Specular = pow(light0Spec, 15.0) * 0.5; vec2 t0 = varTex0.xy; lowp vec4 col = texture2D(UNI_Tex0, t0).rgba; col.xyz = col.xyz * (textureCube(UNI_Tex1, worldNorm).rgb * 0.5 + vec3(light0_Diffuse)); col.xyz += light0_Specular * vec3(0.8, 0.8, 1.0); gl_FragColor = col; }