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var vShader =
'uniform mat4 uProjectionMatrix;'+
'uniform mat4 uViewMatrix;'+
'uniform mat4 uModelMatrix;'+
'uniform mat4 uNormalMatrix;'+
'uniform bool uUseNormalMatrix;'+
''+
'uniform vec3 uAmbientColor;'+
'uniform vec3 uDiffuseColor;'+
''+
'uniform vec3 uLightDir;'+
''+
'attribute vec3 aXYZ;'+
'attribute vec3 aColor;'+
'attribute vec3 aNormal;'+
''+
'varying vec3 vColor;'+
''+
'void main ()'+
'{'+
' mat4 mvMatrix = uViewMatrix * uModelMatrix;'+
' gl_Position = uProjectionMatrix * mvMatrix * vec4(aXYZ,1);'+
' mat4 nMatrix = uUseNormalMatrix?uNormalMatrix:mvMatrix;'+
''+
' vColor = uAmbientColor*aColor;'+
''+
' vec3 light = normalize(-uLightDir);'+
' vec3 normal = vec3(normalize(nMatrix*vec4(aNormal,0)));'+
' vColor += aColor*uDiffuseColor*max(dot(normal,light),0.0);'+
'}';
var fShader =
'precision mediump float;'+
'varying vec3 vColor;'+
'void main( )'+
'{'+
' gl_FragColor = vec4(vColor,1);'+
'}';
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