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- temp = $POS$-IN_pWorld;
- lightDir = normalize(temp);
- dotNL = saturate(dot(normal, lightDir));
- falloff = min( 1.0/dot(temp,temp), 1.0 );
- diff += dotNL * $COLOR$ * falloff * shadow;
- temp.x = BlinnPhong(lightDir, viewVec, normal, specPow, dotNL) * falloff;
- temp.x = saturate(temp.x*shadow);
- refl = mix(refl, $COLOR$, temp.x);
- shadow = 1.0;
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