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(normalize(vec3 (dX, dY, 0.1)),1.0); float height = 2.0 * texture2D(normalTexture, vec2(uv.x, uv.y)).r - 1.0; vec4 base = texture2D(baseTexture, uv).rgba; vec3 L = normalize(vec3(0.0, 0.75, 1.0)); float specular = pow(clamp(dot(reflect(L, bump.xyz), yawVec), 0.0, 1.0), 1.0); float diffuse = dot(yawVec, bump.xyz); vec3 color = (1.1 * diffuse + 0.05 * height + 0.5 * specular) * base.rgb; vec4 col = vec4(color.rgb, base.a); col *= varColor; gl_FragColor = vec4(col.rgb, base.a); }