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Review uniform name
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@ -6,7 +6,7 @@ in vec3 fragNormal;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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uniform vec4 colDiffuse;
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// Output fragment color
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out vec4 finalColor;
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@ -44,7 +44,7 @@ vec3 DiffuseLighting(in vec3 N, in vec3 L)
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// Lambertian reflection calculation
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float diffuse = clamp(dot(N, L), 0, 1);
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return (fragTintColor.xyz*lightDiffuseColor*lightIntensity*diffuse);
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return (colDiffuse.xyz*lightDiffuseColor*lightIntensity*diffuse);
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}
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// Calculate specular lighting component
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