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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)));
}