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), 0.01, 0.99); float light0Spec = clamp(dot(-light0R, V), 0.001, 1.0); float light0_Specular = pow(light0Spec, 150.0) * 0.5; vec2 t0 = varTex0.xy; lowp vec4 col = texture2D(UNI_diffuse, t0).rgba; col.xyz = col.xyz * light0_Diffuse * 1.1; col.xyz += light0_Specular * vec3(0.8, 0.8, 1.0); float fresnel = mix(pow(1.0 - light0_Diffuse, 15.0), 1.0, 0.1); col.xyz = mix(col.xyz, textureCube(UNI_reflection, -light0R).rgb * 2.4, fresnel); col.w = 0.8; gl_FragColor = col; }