#define lowp
#define mediump
#define highp
#line 0
uniform lowp sampler2D uni_texture;
uniform lowp vec3 uni_min_bright;
uniform lowp vec3 uni_min_albedo;

varying lowp vec3 vary_color;
varying lowp vec3 vary_normal;
varying mediump vec2 vary_uv;
varying lowp vec3 vary_object_space_light;
varying lowp vec3 vary_object_space_sky;

void main (void) {
	lowp vec3 normal = normalize (vary_normal);
	
	lowp vec3 albedo = vary_color * max (uni_min_albedo, texture2D (uni_texture, vary_uv).rgb);
	
	lowp vec3 sky_color = pow (vec3 (89.0, 125.0, 206.0) / vec3 (255.0), vec3 (2.0));
	
	lowp float sun_factor = dot (normal, vary_object_space_light);
	lowp float sky_factor = dot (normal, vary_object_space_sky);
	
	lowp vec3 sun = max (sun_factor, 0.0) * (vec3 (1.0) - sky_color);
	lowp vec3 sky = (sky_factor * 0.5 + 0.5) * sky_color;
	lowp vec3 diffuse_color = albedo * max (uni_min_bright, (sun + sky));
	
	gl_FragColor = vec4 (sqrt (diffuse_color), 1.0);
}
