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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_diffuse, t0).rgba;
col.xyz = col.xyz * (textureCube(UNI_reflection, worldNorm).rgb * 0.5 + vec3(light0_Diffuse));
col.xyz += light0_Specular * vec3(0.8, 0.8, 1.0);
gl_FragColor = col;
}
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