precision mediump float; varying lowp vec4 vColor; varying lowp vec3 vNormal; varying lowp vec3 vPosition; varying lowp vec4 eyePos; varying mediump mat4 mvInvMatrix; uniform vec4 fogColour; uniform float fog_end; uniform float fog_start; uniform vec4 clipPlane0; uniform vec4 clipPlane1; uniform vec4 clipPlane2; uniform vec4 clipPlane3; uniform vec4 clipPlane4; uniform vec4 clipPlane5; uniform vec4 clipPlane6; uniform vec4 clipPlane7; uniform int nClipPlanes; uniform vec4 light_positions; uniform vec4 light_colours_ambient; uniform vec4 light_colours_specular; uniform vec4 light_colours_diffuse; varying lowp vec4 ShadowCoord; uniform sampler2D ShadowMap; float lookup(vec2 offSet){ float xPixelOffset = 1.0/1024.0; float yPixelOffset = 1.0/1024.0; vec4 coord = ShadowCoord + vec4(offSet.x * xPixelOffset * ShadowCoord.w, offSet.y * yPixelOffset * ShadowCoord.w, 0.07, 0.0); if(coord.s>1.0||coord.s<0.0||coord.t>1.0||coord.t<0.0) return 1.0; //gl_FragColor = texture2D(ShadowMap, coord.xy ); float shad2 = texture2D(ShadowMap, coord.xy ).x; shad2 = shad2/(coord.p/coord.q); shad2 = clamp(shad2,0.0,1.0); if(shad2<0.9){ shad2 = 0.0; } return shad2; } void main(void) { if(dot(eyePos, clipPlane0)<0.0){ discard; } if(dot(eyePos, clipPlane1)<0.0){ discard; } vec3 L; vec3 E; vec3 R; 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); vec3 norm = normalize(vPosition); //vec3 fdx = dFdx(normalize(vPosition)); //vec3 fdy = dFdy(normalize(vPosition)); //vec3 theNormal = cross(fdx, fdy); E = ( vec4(normalize(vNormal),1.0)).xyz; //for (i = 0; i