--- /dev/null
+/* vi: set ft=glsl */
+uniform samplerCube envmap;
+uniform sampler2DShadow shadowmap;
+
+varying vec3 vdir, ldir[3], normal;
+varying vec4 shadow_tc;
+varying vec3 wdir;
+
+#define KD gl_FrontMaterial.diffuse.rgb
+#define KS gl_FrontMaterial.specular.rgb
+#define SPOW gl_FrontMaterial.shininess
+
+#define LD(i) gl_LightSource[i].diffuse.rgb
+#define LS(i) gl_LightSource[i].specular.rgb
+
+vec3 calc_diffuse(in vec3 n, in vec3 l, in vec3 lcol)
+{
+ float ndotl = max(dot(n, l), 0.0);
+ return KD * lcol * ndotl;
+}
+
+vec3 calc_specular(in vec3 n, in vec3 l, in vec3 v, in vec3 lcol)
+{
+ vec3 h = normalize(l + v);
+ float ndoth = max(dot(n, h), 0.0);
+ return KS * lcol * pow(ndoth, SPOW);
+}
+
+void main()
+{
+ float shadow = shadow2DProj(shadowmap, shadow_tc).x;
+
+ vec3 n = normalize(normal);
+ vec3 v = normalize(vdir);
+
+ vec3 l = normalize(ldir[0]);
+ vec3 diffuse = calc_diffuse(n, l, LD(0)) * shadow;
+ vec3 specular = calc_specular(n, l, v, LS(0)) * shadow;
+
+ l = normalize(ldir[1]);
+ diffuse += calc_diffuse(n, l, LD(1));
+ specular += calc_specular(n, l, v, LS(1));
+
+ l = normalize(ldir[2]);
+ diffuse += calc_diffuse(n, l, LD(2));
+ specular += calc_specular(n, l, v, LS(2));
+
+ // envmap
+ vec3 rdir = -reflect(wdir, n);
+ vec3 env_texel = textureCube(envmap, rdir).xyz;
+ specular += KS * env_texel;
+
+ vec3 ambient = gl_LightModel.ambient.rgb * KD;
+ gl_FragColor.rgb = ambient + diffuse + specular;
+ gl_FragColor.a = gl_FrontMaterial.diffuse.a;
+}