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#version 150 core
// TODO: Replace with a struct
uniform vec3 ka; // Ambient reflectivity
uniform float shininess; // Specular shininess factor
uniform vec3 eyePosition;
uniform sampler2D diffuseTexture;
uniform sampler2D specularTexture;
in vec3 worldPosition;
in vec3 worldNormal;
in vec2 texCoord;
out vec4 fragColor;
#pragma include light.inc.frag
void main()
{
vec3 diffuseTextureColor = texture( diffuseTexture, texCoord ).rgb;
vec3 specularTextureColor = texture( specularTexture, texCoord ).rgb;
vec3 diffuseColor, specularColor;
adsModel(worldPosition, worldNormal, eyePosition, shininess, diffuseColor, specularColor);
fragColor = vec4( diffuseTextureColor * ( ka + diffuseColor ) + specularTextureColor * specularColor, 1.0 );
}
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