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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013 Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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#ifndef NEW_GLSL
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#define in varying
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#define color gl_FragColor
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#endif
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#ifndef GL_ES
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#ifdef EXPLICIT_UNIFORM_LOCATION
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layout(location = 4) uniform vec3 diffuseColor;
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layout(location = 5) uniform vec3 ambientColor = vec3(0.0, 0.0, 0.0);
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layout(location = 6) uniform vec3 specularColor = vec3(1.0, 1.0, 1.0);
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layout(location = 7) uniform vec3 lightColor = vec3(1.0, 1.0, 1.0);
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layout(location = 8) uniform float shininess = 80.0;
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#else
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uniform vec3 diffuseColor;
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uniform vec3 ambientColor = vec3(0.0, 0.0, 0.0);
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uniform vec3 specularColor = vec3(1.0, 1.0, 1.0);
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uniform vec3 lightColor = vec3(1.0, 1.0, 1.0);
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uniform float shininess = 80.0;
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#endif
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#else
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uniform lowp vec3 diffuseColor;
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uniform lowp vec3 ambientColor;
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uniform lowp vec3 specularColor;
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uniform lowp vec3 lightColor;
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uniform mediump float shininess;
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#endif
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in mediump vec3 transformedNormal;
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in highp vec3 lightDirection;
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in highp vec3 cameraDirection;
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#ifdef NEW_GLSL
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out lowp vec4 color;
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#endif
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void main() {
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/* Ambient color */
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color.rgb = ambientColor;
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mediump vec3 normalizedTransformedNormal = normalize(transformedNormal);
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highp vec3 normalizedLightDirection = normalize(lightDirection);
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/* Add diffuse color */
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lowp float intensity = max(0.0, dot(normalizedTransformedNormal, normalizedLightDirection));
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color.rgb += diffuseColor*lightColor*intensity;
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/* Add specular color, if needed */
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if(intensity > 0.001) {
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highp vec3 reflection = reflect(-normalizedLightDirection, normalizedTransformedNormal);
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mediump float specularity = pow(max(0.0, dot(normalize(cameraDirection), reflection)), shininess);
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color.rgb += specularColor*specularity;
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}
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/* Force alpha to 1 */
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color.a = 1.0;
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}
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