1varying vec3 Normal; 2 3void main(void) 4{ 5 const vec4 LightSourceAmbient = vec4(0.1, 0.1, 0.1, 1.0); 6 const vec4 LightSourceDiffuse = vec4(0.8, 0.8, 0.8, 1.0); 7 const vec4 LightSourceSpecular = vec4(0.8, 0.8, 0.8, 1.0); 8 const vec4 MaterialAmbient = vec4(1.0, 1.0, 1.0, 1.0); 9 const vec4 MaterialDiffuse = vec4(1.0, 1.0, 1.0, 1.0); 10 const vec4 MaterialSpecular = vec4(0.2, 0.2, 0.2, 1.0); 11 const float MaterialShininess = 100.0; 12 13 vec3 N = normalize(Normal); 14 15 // In the lighting model we are using here (Blinn-Phong with light at 16 // infinity, viewer at infinity), the light position/direction and the 17 // half vector is constant for the all the fragments. 18 vec3 L = normalize(LightSourcePosition.xyz); 19 vec3 H = normalize(LightSourceHalfVector); 20 21 // Calculate the diffuse color according to Lambertian reflectance 22 vec4 diffuse = MaterialDiffuse * LightSourceDiffuse * max(dot(N, L), 0.0); 23 24 // Calculate the ambient color 25 vec4 ambient = MaterialAmbient * LightSourceAmbient; 26 27 // Calculate the specular color according to the Blinn-Phong model 28 vec4 specular = MaterialSpecular * LightSourceSpecular * 29 pow(max(dot(N,H), 0.0), MaterialShininess); 30 31 // Calculate the final color 32 gl_FragColor = ambient + specular + diffuse; 33} 34