]> 0250250Artist Editor1001-10120122001345675124833900124833900142710600137418800200081322063219111231250250101100250250Workspace1000-109094001250250001250250141140250250Output1002-10130130374188lightPosition1100-106181830017262140374237418811811374188000427106scale1101-105222230021261320427242710612211427106000248339ambient1102-104262630025263650248224833912611248339000248339diffuse1103-1033030300292636502482248339130112483390021130 ]]> [-1, 1] offsetNormal = offsetNormal * 2.0 - 1.0; float diffuseContribution = clamp( dot( offsetNormal, normalizedLightDirection ), 0.0, 1.0 ); vec4 textureColor = texture2D( texture, nextTextureCoordinate ); gl_FragColor = ( ambientColor + diffuseColor * diffuseContribution ) * textureColor; }]]>