varying vec3 N;
varying vec3 v;
void main (void)
{
vec4 Iamb = vec4(0.0, 0.0, 0.0, 0.0);
vec4 Idiff = vec4(0.0, 0.0, 0.0, 0.0);
vec4 Ispec = vec4(0.0, 0.0, 0.0, 0.0);
for (int i=0;i<gl_MaxLights;i++)
{
vec3 L = normalize(gl_LightSource[i].position.xyz - v);
vec3 E = normalize(-v); // we are in Eye Coordinates, so EyePos is (0,0,0)
vec3 R = normalize(-reflect(L,N));
//calculate Ambient Term:
Iamb += gl_FrontLightProduct[i].ambient;
//calculate Diffuse Term:
Idiff += gl_FrontLightProduct[i].diffuse * max(dot(N,L), 0.0);
Idiff = clamp(Idiff, 0.0, 1.0);
// calculate Specular Term:
Ispec += gl_FrontLightProduct[i].specular * pow(max(dot(R,E),0.0),0.3*gl_FrontMaterial.shininess);
Ispec = clamp(Ispec, 0.0, 1.0);
}
// write Total Color:
gl_FragColor = gl_FrontLightModelProduct.sceneColor + Iamb + Idiff + Ispec;
}