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#define FP highp
// TODO: Replace with a struct
uniform FP vec4 ka; // Ambient reflectivity
uniform FP vec4 kd; // Diffuse reflectivity
uniform FP vec4 ks; // Specular reflectivity
uniform FP float shininess; // Specular shininess factor
uniform FP float alpha;
uniform FP vec3 eyePosition;
varying FP vec3 worldPosition;
varying FP vec3 worldNormal;
#pragma include light.inc.frag
void main()
{
FP vec3 worldView = normalize(eyePosition - worldPosition);
gl_FragColor = phongFunction(ka, vec4(kd.rgb, alpha), ks, shininess, worldPosition, worldView, worldNormal);
}
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