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uniform sampler2D U_MainTexture;
varying vec3 V_Normal;
varying vec4 V_WorldPos;//µ±Ç°µÄλÖÃ
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;
}