uniform sampler2D ColorTex; uniform sampler2D NormalMapTex; struct LightInfo { vec4 Position; // Light position in eye coords. vec3 Intensity; // A,D,S intensity }; uniform LightInfo Light; struct MaterialInfo { vec3 Ka; // Ambient reflectivity vec3 Ks; // Specular reflectivity float Shininess; // Specular shininess factor }; uniform MaterialInfo Material; struct LightInfo { vec4 Position; // Light position in eye coords. vec3 Intensity; // A,D,S intensity }; uniform LightInfo Light; uniform mat4 ModelViewMatrix; uniform mat3 NormalMatrix; uniform mat4 ProjectionMatrix; uniform mat4 MVP;