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#ifdef GL_ES
precision mediump float;
#endif
varying vec4 V_Color;
varying vec3 V_Normal;
varying vec3 V_WorldPos;
vec4 GetPointLight()
{
float distance=0.0;
float constantFactor=1.0;
float linearFactor=0.0;
float quadricFactor=0.0;
vec4 ambientColor=vec4(1.0,1.0,1.0,1.0)*vec4(0.1,0.1,0.1,1.0);
vec3 L=vec3(0.0,1.0,0.0)-V_WorldPos;
distance=length(L);
float attenuation=1.0/(constantFactor+linearFactor*distance+quadricFactor*quadricFactor*distance);
L=normalize(L);
vec3 n=normalize(V_Normal);
float diffuseIntensity=max(0.0,dot(L,n));
vec4 diffuseColor=vec4(1.0,1.0,1.0,1.0)*vec4(0.1,0.4,0.6,1.0)*diffuseIntensity*attenuation;
return ambientColor+diffuseColor;
}
void main()
{
gl_FragColor=V_Color*GetPointLight();
}