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property surface_diffuse: Texture2d; | |
property surface_color: Color; | |
property surface_specular: Color; | |
property surface_shininess: f32; | |
program frag { | |
// Calculate phong illumination. | |
vec4 ambient = vec4(0.0, 0.0, 0.0, 1.0); | |
vec4 diffuse = vec4(0.0, 0.0, 0.0, 1.0); | |
vec4 specular = vec4(0.0, 0.0, 0.0, 1.0); |
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