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uniform vec4 U_AmbientLightColor; uniform vec4 U_AmbientMaterial; uniform vec3 U_LightPos; uniform vec4 U_DiffuseLightColor; uniform vec4 U_DiffuseMaterial;
varying vec3 V_Normal;
void main() { //ambient vec4 ambientColor = U_AmbientLightColor * U_AmbientMaterial;
//diffuse vec3 N = normalize(V_Normal); vec3 L = normalize(U_LightPos); float diffuseIntensity = max(0.0, dot(L,N)); vec4 diffuseColor = U_DiffuseLightColor * U_DiffuseMaterial * diffuseIntensity;
gl_FragColor = ambientColor + diffuseColor; }
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