attribute highp vec3 aPosition; attribute highp vec2 aTexCoord; attribute highp vec3 aNormal; varying mediump vec2 vTexCoord; varying mediump vec3 vIllumination; varying mediump float vSpecular; uniform mediump vec3 uSize; uniform mediump mat4 uMvpMatrix; uniform mediump mat4 uModelView; uniform mediump mat3 uNormalMatrix; uniform mediump mat4 uObjectMatrix; uniform mediump vec3 uLightPosition; void main() { vec4 vertexPosition = vec4(aPosition*min(uSize.x, uSize.y), 1.0); vertexPosition = uObjectMatrix * vertexPosition; vertexPosition = uMvpMatrix * vertexPosition; //Illumination in Model-View space - Transform attributes and uniforms vec4 vertPos = uModelView * vec4(aPosition.xyz, 1.0); vec4 lightPos = uModelView * vec4(uLightPosition, 1.0); vec3 normal = normalize(uNormalMatrix * aNormal); vec3 vecToLight = normalize( lightPos.xyz - vertPos.xyz ); vec3 viewDir = normalize(-vertPos.xyz); vec3 halfVector = normalize(viewDir + vecToLight); float lightDiffuse = dot( vecToLight, normal ); lightDiffuse = max(0.0,lightDiffuse); vIllumination = vec3(lightDiffuse * 0.5 + 0.5); vec3 reflectDir = reflect(-vecToLight, normal); vSpecular = pow( max(dot(reflectDir, viewDir), 0.0), 4.0 ); vTexCoord = aTexCoord; gl_Position = vertexPosition; }