|  | varying float light0_Diffuse; | 
|  | varying float light0_Specular; | 
|  | varying float light1_Diffuse; | 
|  | varying float light1_Specular; | 
|  | varying vec2 varTex0; | 
|  |  | 
|  | // This is where actual shader code begins | 
|  | void main() { | 
|  | vec4 worldPos = UNI_model * ATTRIB_position; | 
|  | gl_Position = UNI_proj * worldPos; | 
|  |  | 
|  | mat3 model3 = mat3(UNI_model[0].xyz, UNI_model[1].xyz, UNI_model[2].xyz); | 
|  | vec3 worldNorm = model3 * ATTRIB_normal; | 
|  | vec3 V = normalize(-worldPos.xyz); | 
|  |  | 
|  | vec3 light0Vec = normalize(UNI_light0_Posision.xyz - worldPos.xyz); | 
|  | vec3 light0R = -reflect(light0Vec, worldNorm); | 
|  | light0_Diffuse = clamp(dot(worldNorm, light0Vec), 0.0, 1.0) * UNI_light0_Diffuse; | 
|  | float light0Spec = clamp(dot(light0R, V), 0.001, 1.0); | 
|  | light0_Specular = pow(light0Spec, UNI_light0_CosinePower) * UNI_light0_Specular; | 
|  |  | 
|  | vec3 light1Vec = normalize(UNI_light1_Posision.xyz - worldPos.xyz); | 
|  | vec3 light1R = reflect(light1Vec, worldNorm); | 
|  | light1_Diffuse = clamp(dot(worldNorm, light1Vec), 0.0, 1.0) * UNI_light1_Diffuse; | 
|  | float light1Spec = clamp(dot(light1R, V), 0.001, 1.0); | 
|  | light1_Specular = pow(light1Spec, UNI_light1_CosinePower) * UNI_light1_Specular; | 
|  |  | 
|  | gl_PointSize = 1.0; | 
|  | varTex0 = ATTRIB_texture0; | 
|  | } |