#include "light.glsl"

uniform vec3 emission;
uniform vec3 ambient;
uniform vec3 diffuse;
uniform vec3 specular;
uniform float shininess;

varying vec3 eye_space_vertex;
varying vec3 eye_space_normal;

void main()
{
	vec3 normal = normalize(eye_space_normal);
	
	gl_FragColor = vec4(lighting(emission, ambient, diffuse, specular, shininess, eye_space_vertex, normal), 1.0);
}
