Finally fixed the shader.
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@@ -13,7 +13,6 @@
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifdef GL_ES
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precision mediump float;
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#endif
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@@ -33,27 +32,29 @@ varying vec3 v_normal;
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// Fragment shaded diffuse color.
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varying vec4 v_diffuse;
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// Vector from the fragment to the light source.
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varying vec3 v_lightVector;
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// Vector from the fragment to the camera.
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varying vec3 v_eyeVector;
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// The light vector reflected around the fragment normal.
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varying vec3 v_reflectedVector;
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// The clamped dot product between the normal and the light vector.
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varying float v_nDotL;
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void main(){
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// Normalize the input varyings.
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vec3 normal = normalize(v_normal);
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vec3 lightVector = normalize(v_lightVector);
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vec3 eyeVector = normalize(v_eyeVector);
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vec3 normal = normalize(v_normal);
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vec3 eyeVector = normalize(v_eyeVector);
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vec3 reflectedVector = normalize(v_reflectedVector);
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// Specular Term:
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vec4 specular = u_specular * pow(max(dot(reflectedVector, eyeVector), 0.0), u_shiny);
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// Specular Term.
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vec4 specular = vec4(0.0, 0.0, 0.0, 1.0);
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if(v_nDotL > 0.0){
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specular = u_specular * pow(max(dot(reflectedVector, eyeVector), 0.0), u_shiny);
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}
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// Aggregate light color.
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vec4 finalColor = clamp(vec4(u_ambient.rgb + v_diffuse.rgb + specular.rgb, 1.0), 0.0, 1.0);
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vec4 finalColor = clamp(vec4(/*u_ambient.rgb*/ + v_diffuse.rgb + specular.rgb, 1.0), 0.0, 1.0);
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// Final color.
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gl_FragColor = finalColor;
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