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      1 varying float light0_Diffuse;
      2 varying float light0_Specular;
      3 varying float light1_Diffuse;
      4 varying float light1_Specular;
      5 varying vec2 varTex0;
      6 
      7 // This is where actual shader code begins
      8 void main() {
      9    vec4 worldPos = UNI_model[0] * ATTRIB_position;
     10    worldPos = UNI_model[1] * worldPos;
     11    gl_Position = UNI_proj * worldPos;
     12 
     13    mat4 model0 = UNI_model[0];
     14    mat3 model3 = mat3(model0[0].xyz, model0[1].xyz, model0[2].xyz);
     15    vec3 worldNorm = model3 * ATTRIB_normal;
     16    vec3 V = normalize(-worldPos.xyz);
     17 
     18    vec3 light0Vec = normalize(UNI_light_Posision[0].xyz - worldPos.xyz);
     19    vec3 light0R = -reflect(light0Vec, worldNorm);
     20    light0_Diffuse = clamp(dot(worldNorm, light0Vec), 0.0, 1.0) * UNI_light_Diffuse[0];
     21    float light0Spec = clamp(dot(light0R, V), 0.001, 1.0);
     22    light0_Specular = pow(light0Spec, UNI_light_CosinePower[0]) * UNI_light_Specular[0];
     23 
     24    vec3 light1Vec = normalize(UNI_light_Posision[1].xyz - worldPos.xyz);
     25    vec3 light1R = reflect(light1Vec, worldNorm);
     26    light1_Diffuse = clamp(dot(worldNorm, light1Vec), 0.0, 1.0) * UNI_light_Diffuse[1];
     27    float light1Spec = clamp(dot(light1R, V), 0.001, 1.0);
     28    light1_Specular = pow(light1Spec, UNI_light_CosinePower[1]) * UNI_light_Specular[1];
     29 
     30    gl_PointSize = 1.0;
     31    varTex0 = ATTRIB_texture0;
     32 }
     33