Added specular color and geometric transformations.
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@@ -21,6 +21,9 @@ precision mediump float;
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// Ambient light color.
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uniform vec4 u_ambient;
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// Specular light color.
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uniform vec4 u_specular;
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// Shininess.
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uniform float u_shiny;
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@@ -47,7 +50,7 @@ void main(){
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vec3 reflectedVector = normalize(v_reflectedVector);
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// Specular Term:
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vec4 specular = vec4(1.0) * pow(max(dot(reflectedVector, eyeVector), 0.0), 0.3 * u_shiny);
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vec4 specular = u_specular * pow(max(dot(reflectedVector, eyeVector), 0.0), 0.3 * u_shiny);
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// Aggregate light color.
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vec4 lightColor = clamp(vec4(u_ambient.rgb + v_diffuse.rgb + specular.rgb, 1.0), 0.0, 1.0);
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