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varying vec3 position, normal;
varying vec4 specular, ambient, diffuse, lightDirection;

uniform sampler2D tex;

void main()
{
    vec3 N = normalize(normal);

    gl_MaterialParameters M = gl_FrontMaterial;

    // assume directional light
    float NdotL = dot(N, lightDirection.xyz);
    float RdotL = dot(reflect(normalize(position), N), lightDirection.xyz);

    float r1 = length(fract(7.0 * gl_TexCoord[1].xyz) - 0.5);
    float r2 = length(fract(5.0 * gl_TexCoord[1].xyz + 0.2) - 0.5);
    float r3 = length(fract(11.0 * gl_TexCoord[1].xyz + 0.7) - 0.5);
    vec4 rs = vec4(r1, r2, r3, 0.0);

    vec4 unlitColor = gl_Color * (0.8 - clamp(10.0 * (0.4 - rs), 0.0, 0.2));
    unlitColor.w = 1.0;
    gl_FragColor = (ambient + diffuse * max(NdotL, 0.0)) * unlitColor +
                    M.specular * specular * pow(max(RdotL, 0.0), M.shininess);
}
