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1attribute highp vec4  inVertex;
2attribute highp vec3  inNormal;
3attribute highp vec2  inTexCoord;
4
5uniform highp mat4   MVPMatrix;
6uniform highp vec3   LightDirection;
7uniform highp float  MaterialBias;
8uniform highp float  MaterialScale;
9
10varying lowp vec3  DiffuseLight;
11varying lowp vec3  SpecularLight;
12varying mediump vec2  TexCoord;
13
14void main()
15{
16	gl_Position = MVPMatrix * inVertex;
17
18	DiffuseLight = vec3(max(dot(inNormal, LightDirection), 0.0));
19	SpecularLight = vec3(max((DiffuseLight.x - MaterialBias) * MaterialScale, 0.0));
20
21	TexCoord = inTexCoord;
22}
23