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1#version 300 es
2precision mediump float;
3
4uniform mediump vec4  vMaterialSpecular;
5uniform highp vec3 vLight0;
6
7in lowp vec4 colorDiffuse;
8in vec3 position;
9in vec3 normal;
10out vec4 outColor;
11
12void main()
13{
14    mediump vec3 halfVector = normalize(-vLight0 + position);
15    mediump float NdotH = max(dot(normalize(normal), halfVector), 0.0);
16    mediump float fPower = vMaterialSpecular.w;
17    mediump float specular = pow(NdotH, fPower);
18
19    lowp vec4 colorSpecular = vec4( vMaterialSpecular.xyz * specular, 1 );
20    outColor = colorDiffuse + colorSpecular;
21}
22