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++ vec4 diffuse = vec4(0.0);
++ float shininess = 50.0;
++ float specularBrightness = 0.25; // 0...1.0
++ float ambientBrightness = 0.75; // 0...1.0
++ float directionalBrightness = 0.75; // 0...1.0
++
++ void MAIN()
++ {
++ vec2 gradientUV = vec2((VAR_WORLD_POSITION.y + 1.0) / 2.0, 0.0);
++ vec3 color = texture(custex, gradientUV).xyz;
++ diffuse = vec4(color, 1.0);
++ BASE_COLOR = diffuse;
++ }
++
++ void AMBIENT_LIGHT()
++ {
++ DIFFUSE += diffuse.rgb * TOTAL_AMBIENT_COLOR * ambientBrightness;
++ }
++
++ void DIRECTIONAL_LIGHT()
++ {
++ DIFFUSE += diffuse.rgb * directionalBrightness * LIGHT_COLOR * SHADOW_CONTRIB * vec3(max(0.0, dot(normalize(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, shininess);
++ const vec3 specularColor = vec3(specularBrightness);
++ SPECULAR += shine * specularColor;
++ }