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