Vector3 lightDir = new Vector3();
lightDir.setDir(theta.get() * (FMath.PI / 180.0f), phi.get() * (FMath.PI / 180.0f));
Vector3 reflect = (new Vector3(0, 0, -1)).reflect(normalmap.getVector3());
float ar = reflect.dot(lightDir);
if (ar < 0)
ar = 0;
ar = FMath.pow(ar, shininess.get());
in0.add_ip(ar);