uniform mat4 u_modelViewMatrix; uniform mat4 u_projectionMatrix; attribute vec3 a_position; attribute float a_batchId; attribute vec3 a_normal; varying vec3 v_normal; uniform mat3 u_normalMatrix; uniform float u_shininess; uniform float u_specularNorm; varying float v_specularIntensity; void main(void) { vec4 pos = u_modelViewMatrix * vec4(a_position,1.0); v_normal = normalize(u_normalMatrix * (a_normal)); vec3 viewDir = -normalize(pos.xyz); vec3 h = normalize(czm_sunDirectionEC + viewDir); v_specularIntensity = max(0., pow(max(dot(v_normal, h), 0.), u_shininess)) * u_specularNorm * 0.0; gl_Position = u_projectionMatrix * pos; }