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- vec3 lightDir = normalize(-LightDirection);
- light += LightAmbient * (MaterialAmbient + SceneAmbient);
- float lambert = max(dot(normal, lightDir), 0.0);
- light += lambert * LightDiffuse * MaterialDiffuse;
- if (MaterialShininess > 0.0)
- {
- vec3 reflection = reflect(-lightDir, normal);
- vec3 eyeVec = normalize(CameraPosition - vWorldPos);
- float specular = pow(max(dot(reflection, eyeVec), 0.0), MaterialShininess);
- light += specular * LightSpecular * MaterialSpecular;
- }
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