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#version 150 core

uniform vec3 ka;            // Ambient reflectivity
uniform vec3 kd;            // Diffuse reflectivity
uniform vec3 ks;            // Specular reflectivity
uniform float shininess;    // Specular shininess factor

uniform vec3 eyePosition;

in vec3 worldPosition;
in vec3 worldNormal;

out vec4 fragColor;

#pragma include light.inc.frag

void main()
{
    vec3 diffuseColor, specularColor;
    adsModel(worldPosition, worldNormal, eyePosition, shininess, diffuseColor, specularColor);
    fragColor = vec4( ka + kd * diffuseColor + ks * specularColor, 1.0 );
}