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uniform sampler2D U_MainTexture; varying vec3 V_Normal; varying vec4 V_WorldPos;//��ǰ��λ�� varying vec2 V_Texcoord;
void main() {
vec3 lightPos = vec3(0.0, 10.0, 0.0); vec3 L=lightPos; L = normalize(L); vec3 n = normalize(V_Normal);
//ambient vec4 AmbientLightColor = vec4(0.2, 0.2, 0.2, 1.0); vec4 AmbientMaterial = vec4(0.2, 0.2, 0.2, 1.0); vec4 AmbientColor = AmbientLightColor*AmbientMaterial;
//diffuse vec4 DiffuseLightColor = vec4(1.0,1.0,1.0,1.0); vec4 DiffuseMaterial = vec4(0.8, 0.8, 0.8, 1.0); vec4 diffuseColor = DiffuseLightColor*DiffuseMaterial*max(0.0, dot(L,n));
gl_FragColor = AmbientColor + texture2D(U_MainTexture, V_Texcoord) * diffuseColor; }
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