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uniform sampler2D uNormal;
uniform sampler2D uSmoke;
void main(void)
{
vec3 normal = 2.0 * texture2D (uNormal, gl_TexCoord[0].st).rgb - 1.0;
normal = normalize (normal);
float lamberFactor = max (dot (gl_LightSource[1].position.xyz, normal), 0.0) ;
lamberFactor = lamberFactor * .6 + .4;
vec4 diffuseMaterial = texture2D (uSmoke, gl_TexCoord[0].st);
diffuseMaterial.rgb = vec3(1);
vec4 diffuseLight = gl_LightSource[1].diffuse;
vec4 ambientLight = gl_LightSource[1].ambient;
vec4 bump = vec4(lamberFactor,lamberFactor,lamberFactor,1);
vec4 light = diffuseLight * bump + ambientLight;
gl_FragColor = gl_Color * diffuseMaterial * light;
}