#version 120 uniform vec3 lightPos1; uniform vec3 lightPos2; uniform vec3 ka; uniform vec3 kd; uniform vec3 ks; uniform float s; uniform float i1; uniform float i2; varying vec3 color; // passed from the vertex shader varying vec4 p; varying vec4 n; void main() { vec4 normal = normalize(n); vec3 norm = vec3(normal.x, normal.y, normal.z); vec4 npos = normalize(p); vec3 pos = vec3(npos.x, npos.y, npos.z); vec3 light1 = lightPos1 - vec3(p.x, p.y, p.z); vec3 lnorm1 = normalize(light1); float temp1 = dot(lnorm1, norm); vec3 cd1 = kd*max(0, temp1); vec3 h1 = normalize(lnorm1 - pos); vec3 cs1 = ks*pow(max(0, dot(h1, norm)), s); vec3 light2 = lightPos2 - vec3(p.x, p.y, p.z); vec3 lnorm2 = normalize(light2); float temp2 = dot(lnorm2, norm); vec3 cd2 = kd*max(0, temp2); vec3 h2 = normalize(lnorm2 - pos); vec3 cs2 = ks*pow(max(0, dot(h2, norm)), s); vec4 c = vec4(ka.r + cd1.r + cs1.r, ka.g + cd1.g + cs1.g, ka.b + cd1.b + cs1.b, 1.0); vec4 color1 = i1*vec4(ka.r + cd1.r + cs1.r, ka.g + cd1.g + cs1.g, ka.b + cd1.b + cs1.b, 1.0); vec4 color2 = i2*vec4(ka.r + cd2.r + cs2.r, ka.g + cd2.g + cs2.g, ka.b + cd2.b + cs2.b, 1.0); gl_FragColor = color1 + color2; }