Revision control
++ VARYING vec3 vNormal;
++ VARYING vec3 vViewVec;
++
++ void MAIN()
++ {
++ SPECULAR_AMOUNT = 1.0;
++ ROUGHNESS = 0.5;
++ }
++
++ void AMBIENT_LIGHT()
++ {
++ DIFFUSE += TOTAL_AMBIENT_COLOR;
++ }
++
++ void DIRECTIONAL_LIGHT()
++ {
++ DIFFUSE += uDiffuse.rgb * LIGHT_COLOR * SHADOW_CONTRIB * vec3(max(0.0, dot(normalize(vNormal), TO_LIGHT_DIR)));
++ }
++
++ void POINT_LIGHT()
++ {
++ DIFFUSE += uDiffuse.rgb * LIGHT_COLOR * LIGHT_ATTENUATION * SHADOW_CONTRIB * vec3(max(0.0, dot(normalize(vNormal), TO_LIGHT_DIR)));
++ }