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++ // test VIEW_VECTOR, VAR_WORLD_NORMAL, NORMAL
++
++ void AMBIENT_LIGHT()
++ {
++ DIFFUSE += TOTAL_AMBIENT_COLOR;
++ }
++
++ void DIRECTIONAL_LIGHT()
++ {
++ DIFFUSE += uDiffuse.rgb * LIGHT_COLOR * SHADOW_CONTRIB * vec3(max(0.0, dot(normalize(NORMAL), TO_LIGHT_DIR)));
++ }
++
++ void POINT_LIGHT()
++ {
++ DIFFUSE += uDiffuse.rgb * LIGHT_COLOR * LIGHT_ATTENUATION * SHADOW_CONTRIB * vec3(max(0.0, dot(normalize(VAR_WORLD_NORMAL), TO_LIGHT_DIR)));
++ }
++
++ void SPECULAR_LIGHT()
++ {
++ vec3 H = normalize(VIEW_VECTOR + TO_LIGHT_DIR);
++ float cosAlpha = max(0.0, dot(H, normalize(NORMAL)));
++ float shine = pow(cosAlpha, uShininess);
++ const vec3 specularColor = vec3(1.0);
++ SPECULAR += shine * specularColor;
++ }