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      1 varying vec3 varWorldPos;
      2 varying vec3 varWorldNormal;
      3 varying vec2 varTex0;
      4 
      5 void main() {
      6 
      7    vec3 V = normalize(-varWorldPos.xyz);
      8    vec3 worldNorm = normalize(varWorldNormal);
      9 
     10    vec3 light0Vec = normalize(UNI_light0_Posision.xyz - varWorldPos);
     11    vec3 light0R = -reflect(light0Vec, worldNorm);
     12    float light0_Diffuse = clamp(dot(worldNorm, light0Vec), 0.0, 1.0) * UNI_light0_Diffuse;
     13    float light0Spec = clamp(dot(light0R, V), 0.001, 1.0);
     14    float light0_Specular = pow(light0Spec, UNI_light0_CosinePower) * UNI_light0_Specular;
     15 
     16    vec3 light1Vec = normalize(UNI_light1_Posision.xyz - varWorldPos);
     17    vec3 light1R = reflect(light1Vec, worldNorm);
     18    float light1_Diffuse = clamp(dot(worldNorm, light1Vec), 0.0, 1.0) * UNI_light1_Diffuse;
     19    float light1Spec = clamp(dot(light1R, V), 0.001, 1.0);
     20    float light1_Specular = pow(light1Spec, UNI_light1_CosinePower) * UNI_light1_Specular;
     21 
     22    vec2 t0 = varTex0.xy;
     23    lowp vec4 col = texture2D(UNI_Tex0, t0).rgba;
     24    col.xyz = col.xyz * (light0_Diffuse * UNI_light0_DiffuseColor.xyz + light1_Diffuse * UNI_light1_DiffuseColor.xyz);
     25    col.xyz += light0_Specular * UNI_light0_SpecularColor.xyz;
     26    col.xyz += light1_Specular * UNI_light1_SpecularColor.xyz;
     27    gl_FragColor = col;
     28 }
     29 
     30