VARYING vec3 vNormal; VARYING vec3 vViewVec; void AMBIENT_LIGHT() { DIFFUSE += TOTAL_AMBIENT_COLOR; } void DIRECTIONAL_LIGHT() { DIFFUSE += uDiffuse.rgb * LIGHT_COLOR * SHADOW_CONTRIB * vec3(max(0.0, dot(normalize(vNormal), TO_LIGHT_DIR))); } void POINT_LIGHT() { DIFFUSE += uDiffuse.rgb * LIGHT_COLOR * LIGHT_ATTENUATION * SHADOW_CONTRIB * vec3(max(0.0, dot(normalize(vNormal), TO_LIGHT_DIR))); } void SPECULAR_LIGHT() { vec3 V = normalize(vViewVec); vec3 H = normalize(V + TO_LIGHT_DIR); float cosAlpha = max(0.0, dot(H, normalize(vNormal))); float shine = pow(cosAlpha, uShininess); const vec3 specularColor = vec3(1.0); SPECULAR += shine * specularColor; }