new stuff
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precision highp float;
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uniform sampler2D u_diffuse;
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uniform vec4 u_specular;
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uniform float u_shininess;
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uniform float u_transparency;
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varying vec3 v_position;
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varying vec3 v_normal;
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varying vec2 v_texcoord0;
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void main(void) {
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vec3 normal = normalize(v_normal);
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vec4 diffuse = texture2D(u_diffuse, v_texcoord0);
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vec3 diffuseLight = vec3(0.0, 0.0, 0.0);
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vec3 specular = u_specular.rgb;
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vec3 specularLight = vec3(0.0, 0.0, 0.0);
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vec3 ambient = diffuse.rgb;
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vec3 viewDir = -normalize(v_position);
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vec3 ambientLight = vec3(0.0, 0.0, 0.0);
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ambientLight += vec3(0.2, 0.2, 0.2);
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vec3 l = vec3(0.0, 0.0, 1.0);
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diffuseLight += vec3(1.0, 1.0, 1.0) * max(dot(normal, l), 0.);
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vec3 reflectDir = reflect(-l, normal);
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float specularIntensity = max(0., pow(max(dot(reflectDir, viewDir), 0.), u_shininess));
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specularLight += vec3(1.0, 1.0, 1.0) * specularIntensity;
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vec3 color = vec3(0.0, 0.0, 0.0);
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color += diffuse.rgb * diffuseLight;
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color += specular * specularLight;
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color += ambient * ambientLight;
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gl_FragColor = vec4(color * diffuse.a * u_transparency, diffuse.a * u_transparency);
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}
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