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* uniform gl_MaterialParameters gl_FrontMaterial;
 
* uniform gl_MaterialParameters gl_FrontMaterial;
 
* uniform gl_MaterialParameters gl_BackMaterial;
 
* uniform gl_MaterialParameters gl_BackMaterial;
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struct gl_LightSourceParameters {
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vec4 ambient;
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vec4 diffuse;
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vec4 specular;
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vec4 position;
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vec4 halfVector;
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vec3 spotDirection;
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float spotExponent;
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float spotCutoff;
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float spotCosCutoff;
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float constantAttenuation
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float linearAttenuation
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float quadraticAttenuation
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};
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* Uniform gl_LightSourceParameters gl_LightSource[gl_MaxLights];
    
== Varyings ==
 
== Varyings ==
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