float4 frag(VertexOutput i) : COLOR {
//normal direction calculations
float3 normalDirection = normalize(i.normalDir);
float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz
- i.posWorld.xyz,_WorldSpaceLightPos0.w));
float3 lightReflectDirection = reflect( -lightDirection, normalDirection );
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float3 viewReflectDirection = normalize(reflect( -viewDirection, normalDirection ));
float3 halfDirection = normalize(viewDirection+lightDirection);
float NdotL = max(0.0, dot( normalDirection, lightDirection ));
float NdotH = max(0.0,dot( normalDirection, halfDirection));
float NdotV = max(0.0,dot( normalDirection, viewDirection));
float VdotH = max(0.0,dot( viewDirection, halfDirection));
float LdotH = max(0.0,dot(lightDirection, halfDirection));
float LdotV = max(0.0,dot(lightDirection, viewDirection));
float RdotV = max(0.0, dot( lightReflectDirection, viewDirection ));
float attenuation = LIGHT_ATTENUATION(i);
float3 attenColor = attenuation * _LightColor0.rgb;