varying vec4 diffuse,ambient;
varying vec3 normal,lightDir,halfVector;

void main() {
	vec3 n,halfV;
	float NdotL,NdotHV;

	vec4 color = ambient;

	n = normalize(normal);

	NdotL = max(dot(n,lightDir),0.0);

//	if (NdotL > 0.0) {
		color += diffuse * NdotL;
		halfV = normalize(halfVector);
		NdotHV = max(dot(n,halfV),0.0);
		color += gl_FrontMaterial.specular *
				gl_LightSource[0].specular *
				pow(NdotHV, gl_FrontMaterial.shininess);
//	}

	vec4 fspecular = gl_FrontMaterial.specular * gl_LightSource[0].specular * pow(NdotHV, 90.0/*gl_FrontMaterial.shininess*/);


	gl_FragData[0] = color;
	gl_FragData[1] = fspecular;

}
