varying vec3 normal, lightDir, eyeVec;
varying float att;
uniform sampler2D colourTexture;
uniform sampler2D normalTexture;

void main (void)
{
	vec4 final_color = (gl_FrontLightModelProduct.sceneColor * gl_FrontMaterial.ambient) + (gl_LightSource[0].ambient * gl_FrontMaterial.ambient) * att;

	// Normal map	
	vec3 N = normalize(normal);
	vec3 L = normalize(lightDir);
	
	float lambertTerm = dot(N,L);
	
	if(lambertTerm > 0.0)
	{
		final_color += gl_LightSource[0].diffuse * gl_FrontMaterial.diffuse * lambertTerm * att;	
		
		vec3 E = normalize(eyeVec);
		vec3 R = reflect(-L, N);
		
		float specular = pow(max(dot(R, E), 0.0), gl_FrontMaterial.shininess);
		
		final_color += gl_LightSource[0].specular * gl_FrontMaterial.specular * specular * att;	
	}

	// Vertex colour
	gl_FragColor = final_color * gl_Color;
}