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attribute vec3 pos;
attribute vec2 texcoord;
attribute vec3 normal;
uniform mat4 M;
uniform mat4 P;
uniform mat4 V;
uniform mat4 NM;
uniform vec3 U_LightPos;
uniform vec4 U_DiffuseLightColor;
uniform vec4 U_DiffuseMaterial;
varying vec4 V_DiffuseColor;
void main()
{
//L vector
vec3 L=U_LightPos;
L=normalize(L);
//N vector
vec3 n=normalize(mat3(NM)*normal);
float diffuseIntensity=max(0.0,dot(L,n));
V_DiffuseColor=U_DiffuseLightColor*U_DiffuseMaterial*diffuseIntensity;
gl_Position=P*V*M*vec4(pos,1.0);
}