Revision control
++ #version 120
++
++ #extension GL_EXT_gpu_shader4 : require
++
++ varying highp vec3 position_wrld;
++ flat varying highp vec3 normal_cmr;
++ varying highp vec3 eyeDirection_cmr;
++ varying highp vec3 lightDirection_cmr;
++ varying highp vec2 UV;
++
++ uniform sampler2D textureSampler;
++ uniform highp vec3 lightPosition_wrld;
++ uniform highp float lightStrength;
++ uniform highp float ambientStrength;
++ uniform highp vec4 lightColor;
++
++ void main() {
++ highp vec3 materialDiffuseColor = texture2D(textureSampler, UV).xyz;
++ highp vec3 materialAmbientColor = lightColor.rgb * ambientStrength * materialDiffuseColor;
++ highp vec3 materialSpecularColor = lightColor.rgb;
++
++ highp float distance = length(lightPosition_wrld - position_wrld);
++
++ highp vec3 n = normalize(normal_cmr);
++ highp vec3 l = normalize(lightDirection_cmr);
++ highp float cosTheta = clamp(dot(n, l), 0.0, 1.0);
++
++ highp vec3 E = normalize(eyeDirection_cmr);
++ highp vec3 R = reflect(-l, n);
++ highp float cosAlpha = clamp(dot(E, R), 0.0, 1.0);
++
++ gl_FragColor.rgb =
++ materialAmbientColor +
++ materialDiffuseColor * lightStrength * pow(cosTheta, 2) / distance +
++ materialSpecularColor * lightStrength * pow(cosAlpha, 10) / distance;
++ gl_FragColor.a = 1.0;
++ }
++