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varying vec3 fNormal;
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varying vec4 fFrontColor;
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vec3 ambientLight = vec3(0.2,0.2,0.2);
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vec3 directionnalLight = normalize(vec3(10,5,7));
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vec3 directionnalLightFactor = vec3(0.5,0.5,0.5);
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uniform sampler2D tex;
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void main() {
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vec3 ambientFactor = ambientLight;
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vec3 lambertFactor = max(vec3(0.0,0.0,0.0), dot(directionnalLight, fNormal) * directionnalLightFactor);
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vec4 noTexColor = vec4(ambientFactor + lambertFactor, 1.0);
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vec4 color = texture2D(tex, gl_TexCoord[0].st);
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vec4 fragColor = noTexColor * color;
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gl_FragColor = fragColor * fFrontColor;
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}
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@@ -0,0 +1,12 @@
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varying vec3 fNormal;
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varying vec4 fTexCoord;
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varying vec4 fFrontColor;
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void main() {
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fNormal = gl_Normal;
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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fFrontColor = gl_Color;
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}
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