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#ifdef GL_ES precision mediump float; #endif
uniform vec4 U_AmbientMaterial; uniform vec4 U_AmbientLight;
uniform vec4 U_LightPos; uniform vec4 U_DiffuseMaterial; uniform vec4 U_DiffuseLight;
varying vec4 V_Normal; void main() { //ambient vec4 ambirntColor = U_AmbientMaterial*U_AmbientLight;
//diffuse vec3 L = normalize(U_LightPos.xyz - vec3(0)); vec3 n = normalize(V_Normal.xyz); float diffuseIntensity = max(0.0, dot(L,n)); vec4 diffuseColor = U_DiffuseMaterial * U_DiffuseLight * diffuseIntensity;
gl_FragColor=ambirntColor + diffuseColor; }
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