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#define FP highp
// TODO: Replace with a struct
uniform FP vec3 ka; // Ambient reflectivity
uniform FP float shininess; // Specular shininess factor
uniform FP vec3 eyePosition;
uniform sampler2D diffuseTexture;
uniform sampler2D specularTexture;
varying FP vec3 worldPosition;
varying FP vec3 worldNormal;
varying FP vec2 texCoord;
#pragma include light.inc.frag
void main()
{
FP vec3 diffuseTextureColor = texture2D( diffuseTexture, texCoord ).rgb;
FP vec3 specularTextureColor = texture2D( specularTexture, texCoord ).rgb;
FP vec3 diffuseColor, specularColor;
adsModel(worldPosition, worldNormal, eyePosition, shininess, diffuseColor, specularColor);
gl_FragColor = vec4( diffuseTextureColor * ( ka + diffuseColor ) + specularTextureColor * specularColor, 1.0 );
}
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