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void MAIN()
{
BASE_COLOR = uDiffuse;
}
void AMBIENT_LIGHT()
{
DIFFUSE += uDiffuse.rgb * TOTAL_AMBIENT_COLOR;
}
void DIRECTIONAL_LIGHT()
{
DIFFUSE += uDiffuse.rgb * LIGHT_COLOR * SHADOW_CONTRIB * vec3(max(0.0, dot(normalize(NORMAL), TO_LIGHT_DIR)));
}
void POINT_LIGHT()
{
DIFFUSE += uDiffuse.rgb * LIGHT_COLOR * LIGHT_ATTENUATION * SHADOW_CONTRIB * vec3(max(0.0, dot(normalize(NORMAL), TO_LIGHT_DIR)));
}
void SPOT_LIGHT()
{
DIFFUSE += uDiffuse.rgb * LIGHT_COLOR * LIGHT_ATTENUATION * SPOT_FACTOR * SHADOW_CONTRIB * vec3(max(0.0, dot(normalize(VAR_WORLD_NORMAL), TO_LIGHT_DIR)));
}
void SPECULAR_LIGHT()
{
vec3 H = normalize(VIEW_VECTOR + TO_LIGHT_DIR);
float cosAlpha = max(0.0, dot(H, normalize(NORMAL)));
float shine = pow(cosAlpha, uShininess);
const vec3 specularColor = vec3(1.0);
SPECULAR += shine * specularColor;
}
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