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void AMBIENT_LIGHT()
{
DIFFUSE += TOTAL_AMBIENT_COLOR;
}
void DIRECTIONAL_LIGHT()
{
// Uses NORMAL because the asset is rendered with no culling so
// double sidedness needs adjusting the normal, and that adjusted value is in
// NORMAL, not VAR_WORLD_NORMAL (that's the unmodified interpolated normal)
DIFFUSE += vec3(1.0, 0.0, 0.0) * SHADOW_CONTRIB * vec3(max(0.0, dot(normalize(NORMAL), TO_LIGHT_DIR)));
}
void SPECULAR_LIGHT()
{
}