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#define FP highp

// TODO: Replace with a struct
uniform FP vec3 ka;            // Ambient reflectivity
uniform FP vec3 kd;            // Diffuse reflectivity
uniform FP vec3 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 diffuseColor, specularColor;
    adsModel(worldPosition, worldNormal, eyePosition, shininess, diffuseColor, specularColor);
    gl_FragColor = vec4( ka + kd * diffuseColor + ks * specularColor, alpha );
}