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@@ -8,7 +8,9 @@ precision highp float;
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uniform vec3 vEyePosition;
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uniform vec3 vAmbientColor;
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uniform vec4 vDiffuseColor;
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+#ifdef SPECULARTERM
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uniform vec4 vSpecularColor;
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+#endif
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uniform vec3 vEmissiveColor;
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// Input
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@@ -23,7 +25,9 @@ varying vec4 vColor;
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#ifdef LIGHT0
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uniform vec4 vLightData0;
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uniform vec4 vLightDiffuse0;
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+#ifdef SPECULARTERM
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uniform vec3 vLightSpecular0;
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+#endif
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#ifdef SHADOW0
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varying vec4 vPositionFromLight0;
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uniform sampler2D shadowSampler0;
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@@ -39,7 +43,9 @@ uniform vec3 vLightGround0;
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#ifdef LIGHT1
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uniform vec4 vLightData1;
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uniform vec4 vLightDiffuse1;
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+#ifdef SPECULARTERM
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uniform vec3 vLightSpecular1;
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+#endif
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#ifdef SHADOW1
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varying vec4 vPositionFromLight1;
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uniform sampler2D shadowSampler1;
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@@ -55,7 +61,9 @@ uniform vec3 vLightGround1;
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#ifdef LIGHT2
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uniform vec4 vLightData2;
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uniform vec4 vLightDiffuse2;
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+#ifdef SPECULARTERM
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uniform vec3 vLightSpecular2;
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+#endif
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#ifdef SHADOW2
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varying vec4 vPositionFromLight2;
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uniform sampler2D shadowSampler2;
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@@ -71,7 +79,9 @@ uniform vec3 vLightGround2;
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#ifdef LIGHT3
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uniform vec4 vLightData3;
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uniform vec4 vLightDiffuse3;
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+#ifdef SPECULARTERM
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uniform vec3 vLightSpecular3;
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+#endif
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#ifdef SHADOW3
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varying vec4 vPositionFromLight3;
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uniform sampler2D shadowSampler3;
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@@ -116,7 +126,7 @@ uniform vec2 vEmissiveInfos;
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uniform sampler2D emissiveSampler;
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#endif
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-#ifdef SPECULAR
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+#if defined(SPECULAR) && defined(SPECULARTERM)
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varying vec2 vSpecularUV;
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uniform vec2 vSpecularInfos;
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uniform sampler2D specularSampler;
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@@ -273,13 +283,18 @@ mat3 computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 dif
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// diffuse
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float ndl = max(0., dot(vNormal, lightVectorW));
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+ result[0] = ndl * diffuseColor.rgb;
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+
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+#ifdef SPECULARTERM
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// Specular
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vec3 angleW = normalize(viewDirectionW + lightVectorW);
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float specComp = max(0., dot(vNormal, angleW));
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specComp = max(0., pow(specComp, max(1.0, vSpecularColor.a)));
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-
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- result[0] = ndl * diffuseColor.rgb;
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result[1] = specComp * specularColor;
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+#else
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+ result[1] = vec3(0.);
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+#endif
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+
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result[2] = vec3(0.);
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return result;
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@@ -301,14 +316,17 @@ mat3 computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4
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// Diffuse
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float ndl = max(0., dot(vNormal, -lightDirection.xyz));
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+ result[0] = ndl * spotAtten * diffuseColor.rgb;
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+#ifdef SPECULARTERM
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// Specular
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vec3 angleW = normalize(viewDirectionW - lightDirection.xyz);
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float specComp = max(0., dot(vNormal, angleW));
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specComp = pow(specComp, vSpecularColor.a);
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-
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- result[0] = ndl * spotAtten * diffuseColor.rgb;
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result[1] = specComp * specularColor * spotAtten;
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+#else
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+ result[1] = vec3(0.);
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+#endif
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result[2] = vec3(0.);
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return result;
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@@ -326,14 +344,18 @@ mat3 computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightDat
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// Diffuse
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float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;
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+ result[0] = mix(groundColor, diffuseColor.rgb, ndl);
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+#ifdef SPECULARTERM
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// Specular
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vec3 angleW = normalize(viewDirectionW + lightData.xyz);
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float specComp = max(0., dot(vNormal, angleW));
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specComp = pow(specComp, vSpecularColor.a);
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-
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- result[0] = mix(groundColor, diffuseColor.rgb, ndl);
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result[1] = specComp * specularColor;
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+#else
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+ result[1] = vec3(0.);
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+#endif
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+
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result[2] = vec3(0.);
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return result;
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@@ -379,10 +401,15 @@ void main(void) {
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// Lighting
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vec3 diffuseBase = vec3(0., 0., 0.);
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+#ifdef SPECULARTERM
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vec3 specularBase = vec3(0., 0., 0.);
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+#endif
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float shadow = 1.;
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#ifdef LIGHT0
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+#ifndef SPECULARTERM
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+ vec3 vLightSpecular0 = vec3(0.0);
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+#endif
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#ifdef SPOTLIGHT0
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mat3 info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0, vLightSpecular0);
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#endif
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@@ -406,6 +433,9 @@ void main(void) {
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#endif
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#ifdef LIGHT1
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+#ifndef SPECULARTERM
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+ vec3 vLightSpecular1 = vec3(0.0);
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+#endif
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#ifdef SPOTLIGHT1
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info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1, vLightSpecular1);
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#endif
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@@ -429,6 +459,9 @@ void main(void) {
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#endif
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#ifdef LIGHT2
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+#ifndef SPECULARTERM
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+ vec3 vLightSpecular2 = vec3(0.0);
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+#endif
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#ifdef SPOTLIGHT2
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info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2, vLightSpecular2);
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#endif
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@@ -452,6 +485,9 @@ void main(void) {
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#endif
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#ifdef LIGHT3
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+#ifndef SPECULARTERM
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+ vec3 vLightSpecular3 = vec3(0.0);
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+#endif
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#ifdef SPOTLIGHT3
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info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3, vLightSpecular3);
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#endif
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@@ -471,8 +507,10 @@ void main(void) {
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shadow = 1.;
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#endif
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diffuseBase += info[0] * shadow;
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+#ifdef SPECULARTERM
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specularBase += info[1] * shadow;
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#endif
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+#endif
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// Reflection
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vec3 reflectionColor = vec3(0., 0., 0.);
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@@ -539,10 +577,12 @@ void main(void) {
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#endif
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// Specular map
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+#ifdef SPECULARTERM
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vec3 specularColor = vSpecularColor.rgb;
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#ifdef SPECULAR
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specularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y;
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#endif
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+#endif
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// Fresnel
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#ifdef DIFFUSEFRESNEL
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@@ -553,7 +593,11 @@ void main(void) {
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// Composition
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vec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;
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+#ifdef SPECULARTERM
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vec3 finalSpecular = specularBase * specularColor;
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+#else
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+ vec3 finalSpecular = vec3(0.0);
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+#endif
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vec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);
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