/*
 * Copyright (c) 2013, Oracle and/or its affiliates. All rights reserved.
 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
 *
 * This code is free software; you can redistribute it and/or modify it
 * under the terms of the GNU General Public License version 2 only, as
 * published by the Free Software Foundation.  Oracle designates this
 * particular file as subject to the "Classpath" exception as provided
 * by Oracle in the LICENSE file that accompanied this code.
 *
 * This code is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
 * FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public License
 * version 2 for more details (a copy is included in the LICENSE file that
 * accompanied this code).
 *
 * You should have received a copy of the GNU General Public License version
 * 2 along with this work; if not, write to the Free Software Foundation,
 * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
 *
 * Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA
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// specular texture fragment shader

#ifdef GL_ES

#extension GL_OES_standard_derivatives : enable

// Define default float precision for fragment shaders
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
precision highp int;
#else
precision mediump float;
precision mediump int;
#endif

#else

// Ignore GL_ES precision specifiers:
#define lowp
#define mediump
#define highp

#endif

uniform vec4 specularColor;
uniform sampler2D specularMap;

vec4 apply_specular()
{
    vec3 tSpec = texture2D(specularMap, oTexCoords).rgb;
    float sPower = specularColor.a;
    sPower *= dot(tSpec, vec3(0.299, 0.587, 0.114)); // Rec. 601 luma conversion
    return vec4(tSpec, sPower);
}
