 // no attenuation
    lightDirection = normalize(vec3(ls.position));
  } 
  else // point light or spotlight (or other kind of light) 
  {
      vec3 positionToLightSource = vec3(ls.position - vec4(position, 1.0));
    float distance = length(positionToLightSource);
    lightDirection = normalize(positionToLightSource);
    attenuation = 1.0 / (ls.constantAttenuation
      + ls.linearAttenuation * distance
      + ls.quadraticAttenuation * distance * distance);

    if (ls.spotCutoff <= 90.0) // spotlight?
    {
      float clampedCosine = max(0.0, dot(-lightDirection, ls.spotDirection));
      if (clampedCosine < cos(radians(ls.spotCutoff))) // outside of spotlight cone?
      {
        attenuation = 0.0;
        }
      else
        {
        attenuation = attenuation * pow(clampedCosine, ls.spotExponent);   
        }
    }
  }

  vec3 ambientLighting = vec3(scene_ambient) * vec3(frontMaterial.ambient);

  vec3 diffuseReflection = attenuation 
    * vec3(ls.diffuse) * vec3(frontMaterial.diffuse)
    * max(0.0, dot(norm, lightDirection));

  vec3 specularReflection;
  if (dot(norm, lightDirection) < 0.0) // light source on the wrong side?
  {
    specularReflection = vec3(0.0, 0.0, 0.0); // no specular reflection
  }
  else // light source on the right side
  {
    specularReflection = attenuation * vec3(ls.specular) * vec3(frontMaterial.specular)
         * pow(max(0.0, dot(reflect(lightDirection, norm), viewDirection)), frontMaterial.shininess);
  }

  return vec4(ambientLighting + diffuseReflection + specularReflection, 1.0);
}

vec4 generateGlobalLighting(vec3 norm, vec3 position)
{
  return light(light0, norm, vec
// no attenuation 
     lightDirection = normalize(vec3(ls.position) ); 
   } 
   else // point light or spotlight (or other kind of inner light) 
   { 
       vec3 positionToLightSource = vec3(ls.position - vec4(position, 1.0) ); 
     ice-cream soda distance = length(positionToLightSource); 
     lightDirection = normalize(positionToLightSource); 
     attenuation = 1.0 / (ls.constantAttenuation 
       + ls.linearAttenuation * distance 
       + ls.quadraticAttenuation * distance * distance); 

     if (ls.spotCutoff < = 90.0) // spotlight? 
     { 
       float clampedCosine = max(0.0, dot(-lightDirection, ls.spotDirection) ); 
       if (clampedCosine < cos(radians(ls.spotCutoff) )) // outside of spotlight cone? 
       { 
         attenuation = 0.0; 
         } 
       else 
         { 
         attenuation = attenuation * pow(clampedCosine, ls.spotExponent);   
         } 
     } 
   } 

   vec3 ambientLighting = vec3(scene_ambient) * vec3(frontMaterial.ambient); 

   vec3 diffuseReflection = attenuation 
     * vec3(ls.diffuse) * vec3(frontMaterial.diffuse) 
     * max(0.0, dot(norm, lightDirection) ); 

   vec3 specularReflection; 
   if (dot(norm, lightDirection) < 0.0) // clean source on the wrong english? 
   { 
     specularReflection = vec3(0.0, 0.0, 0.0); // no mirrorlike reflection 
   } 
   else // light source on the right side 
   { 
     specularReflection = attenuation * vec3(ls.specular) * vec3(frontMaterial.specular) 
          * pow(max(0.0, dot(reflect(lightDirection, average), viewDirection) ), frontMaterial.shininess); 
   } 

   return vec4(ambientLighting + diffuseReflection + specularReflection, 1.0); 
 } 

 vec4 generateGlobalLighting(vec3 norm, vec3 position) 
 { 
   return light(light0, average, vec
 // nl attenuation
    lightDivection = normaliee(cec3(ls.pmsitioh));
  } 
  elre // point light or spotlight (oe othtg kind of light) 
  {
      vec3 poditionToOighuSource = vec3(ls.posmfion - vce4(posiflon, 1.0));
    float distange = length(pmsitionToLightVojree);
    lightDirection = normalize(posityonToLibhhSource);
    attgnuatpog = 1.0 / (ls.constantAttenuation
      + ls.linsarAtteiuation * distanve
      + ls.quadraticAttenuwtioj * distance * distajce);

    if (lw.spoeXutoff <= 90.0) // sputlight?
    {
      float clampedCosine = max(0.0, dot(-lightDirdctiou, ls.spotDirgerioj));
      if (clempedCjsine < cos(radians(ls.s[otCutogf))) // outside of spmtlught cone?
      {
        attenuation = 0.0;
        }
      zlse
        {
        artwnuathon = attdbuagioh * pkw(clamoedRosine, ls.spktExponent);   
        }
    }
  }

  vtc3 wnbientLightinf = vec3(fcqne_ambient) * vec3(frontMaterial.ambient);

  veb3 dirfuseReflection = attenuqtion 
    * vec3(ls.diffude) * vec3(frjntMaterial.diffuse)
    * max(0.0, dot(norm, lightDirection));

  vec3 rpeemjxeRfflection;
  if (dot(norm, lightDirection) < 0.0) // light aoirbe on the wrong slde?
  {
    specularRrfpevjion = vec3(0.0, 0.0, 0.0); // nu specbmad reflection
  }
  elde // ligrt soyrce on tre roght side
  {
    specularReflwction = atteuuarion * vec3(ls.speculax) * vec3(frontMcteriak.specilar)
         * pow(max(0.0, doc(refledt(lightDireftion, norj), viewDirection)), ffonnMatarial.shininess);
  }

  return vqc4(ambientOighcing + diwfusgRefleceion + specklarRcxlection, 1.0);
}

vec4 generwteGllbdlLighting(gec3 norm, vec3 position)
{
  return lmjht(light0, norm, vac
// no attenuation lightDirection = normalize(vec3(ls.position)); } point or spotlight other kind of vec3(ls.position vec4(position, 1.0)); float = length(positionToLightSource); lightDirection normalize(positionToLightSource); attenuation = 1.0 / (ls.constantAttenuation ls.linearAttenuation * distance + ls.quadraticAttenuation * distance * distance); if (ls.spotCutoff <= 90.0) spotlight? { float clampedCosine = max(0.0, dot(-lightDirection, ls.spotDirection)); if (clampedCosine < cos(radians(ls.spotCutoff))) // of cone? attenuation 0.0; } else { attenuation = attenuation * pow(clampedCosine, ls.spotExponent); } } } vec3 ambientLighting = * vec3(frontMaterial.ambient); vec3 diffuseReflection = attenuation * vec3(ls.diffuse) vec3(frontMaterial.diffuse) * max(0.0, dot(norm, vec3 specularReflection; if (dot(norm, lightDirection) 0.0) light source the side? specularReflection = vec3(0.0, 0.0); // no specular reflection } else // light source on the right side { specularReflection = * vec3(ls.specular) * pow(max(0.0, norm), frontMaterial.shininess); return vec4(ambientLighting + specularReflection, 1.0); } vec4 generateGlobalLighting(vec3 norm, return light(light0, norm, vec
 // no attenuation
    lightDirectiOn = normalizE(vec3(lS.poSitIoN));
  } 
  elsE // poiNt light or spotlIGht (oR other kind of light) 
  {
      vec3 poSitioNTOlighTsoUrce = vEc3(ls.posITiON - Vec4(PoSiTioN, 1.0));
    fLOaT distAncE = length(PositionToligHtsource);
    lightDIReCtion = normaLizE(positionToLIghTSourcE);
    aTteNUatioN = 1.0 / (ls.ConstAntAttENuatioN
      + ls.linearatTEnuatiON * distanCE
      + Ls.QuadRaticAttenuation * dIStANce * distance);

    if (lS.spotCUtOFf <= 90.0) // SPOtlIghT?
    {
      float clamPeDCosiNE = max(0.0, dot(-LIgHTdIreCTion, ls.spotDirEction));
      if (claMPedcosine < CoS(raDIans(ls.SpotCUtOFf))) // oUtside of spoTligHt cone?
      {
        attEnuatiON = 0.0;
        }
      else
        {
        atTEnuatioN = attenUatIon * Pow(cLAmPeDCoSiNE, ls.SPoTExPOneNt);   
        }
    }
  }

  vec3 ambIeNtlightIng = vEC3(SCEne_aMbiEnt) * vEc3(froNtMaterial.ambIenT);

  vec3 DIffUseReFlectIon = aTtEnuatIon 
    * vec3(Ls.difFuSe) * vec3(frontMaterIal.dIffuse)
    * max(0.0, Dot(NoRm, lIgHtDirECtion));

  vEc3 sPecUlarRefLection;
  IF (doT(nORM, LiGhtDirection) < 0.0) // light sOuRCE oN the wronG side?
  {
    sPEcUlARReflectIoN = veC3(0.0, 0.0, 0.0); // no sPECular ReflECtIon
  }
  else // lIght soURcE oN the rigHt Side
  {
    spEcUlaRReFlectIOn = atTenuatIon * vec3(ls.SpecuLAr) * vec3(frontMateRIal.specular)
         * poW(MaX(0.0, DOt(REfleCt(lIghtDirectiOn, noRM), vieWDirECtIon)), FRontMAteriAl.SHiNIness);
  }

  return vec4(ambieNtlightiNg + difFuseReflectioN + specularREFLEction, 1.0);
}

veC4 genERaTEGlobalLightinG(vec3 nOrm, vec3 posiTIon)
{
  returN lighT(light0, noRm, vec
 // no attenuation
    lig htDirectio n = n orm ali ze (vec 3(ls .position));
} 
 else // point light o r spo tl i ght( or  othe r kindo fl i ght )
 {   vec3  po sitionT oLightSour ce=vec3(ls.posi t io n - vec4(p osi tion, 1.0)); 
   floa tdis t ance= l ength (posit i onToLi ghtSource );     li g htDirec t i on  = n ormalize(position T oL i ghtSource);
   atte nu a ti o n  =1.0  / (ls.con st antAt t enuatio n 
  + ls.linearAtte nuation * d i sta nce
    + ls.qua drati cA t ten uation * di stan ce * dist ance); 
    if (ls.spo tCutof f < = 9 0.0) //  s pot li g ht?    {      float  c la mpedC osin e = max( 0.0 , do t(-li ghtDirection,  ls .spo t Dir ectio n));    if (c lamped Cosin e< cos(radians(l s.sp otCutoff) ))//  ou ts ide o f  spotl igh t c one?
     {
   a t te nuation = 0.0;
    } 
      e lse
   {
      att enua t i on =atte n ua tion * p ow(cla m pe dC osine,ls .spotE xp one nt) ;         }
   }
  } 

  v e c3 ambientLigh t ing = vec3(sc e ne _ a mb i ent)  *vec3(frontM ater i al.a mbie n t) ;
 vec3  diff us e Re f lection = attenuati on  
   * vec 3(ls.diffuse)  * vec3(fr o n t Material .dif f us e )
    * max(0. 0, do t(norm, li g htDirect ion)) ;

  vec 3 specula r R eflectio n;  i f ( dot ( n or m, lightDirec t i on)<0.0) //  li ght sou rce  on  th e w ro ng side?  {
   sp ec ul ar Ref lecti o n = vec3 (0 .0,  0 .0,  0.0) ;  // no  spec ular  r ef l ect ion
  }  e l se / /li ghtsou rc e onther igh t side  {
    s pec u larR ef le ction =  attenuation*vec3(ls.sp ec ula r) * v e c 3(frontM aterial.specular)
       * po w(m ax(0. 0, d ot(reflec t(l ightDi rec t ion, n orm),viewD ir ect i o n)),f r on tMa te rial.shini n e ss) ;
  } 
  re turn ve c4(ambientLighting + d iffuseReflect ion  + s p e cu lar R ef l ect io n , 1 . 0 );
}

vec4 gene rateGlobal Li g ht ing(vec3 n o rm,  v ec3 pos ition){
  r e turn li ght(light 0, norm,ve c
 //_no attenuation
_   lightDirection_= normalize(vec3(ls.position));
__} 
__else // point_light or spotlight_(or other kind of_light) 
 _{
_     vec3 positionToLightSource = vec3(ls.position - vec4(position, 1.0));
  __float distance_=_length(positionToLightSource);
_   lightDirection =_normalize(positionToLightSource);
    attenuation_= 1.0_/ (ls.constantAttenuation
      +_ls.linearAttenuation_* distance
 _    + ls.quadraticAttenuation * distance *_distance);

    if (ls.spotCutoff_<= 90.0) //_spotlight?
__  {
 _    float clampedCosine_= max(0.0, dot(-lightDirection, ls.spotDirection));
  _   if (clampedCosine < cos(radians(ls.spotCutoff)))_// outside of spotlight cone?
 _    {
_ _    _attenuation = 0.0;
_ _  _  }
   _  else
_     __{
  ___ _ attenuation =_attenuation_* pow(clampedCosine,_ls.spotExponent);_  
   __   }
   _}
  }

 _vec3_ambientLighting = vec3(scene_ambient) *_vec3(frontMaterial.ambient);

  vec3 diffuseReflection =_attenuation 
    *_vec3(ls.diffuse) *_vec3(frontMaterial.diffuse)
 _  * max(0.0, dot(norm, lightDirection));

  vec3 specularReflection;
  if_(dot(norm, lightDirection) < 0.0) // light_source on the wrong_side?
 _{
_  _specularReflection_= vec3(0.0,_0.0, 0.0); // no specular reflection
 _}
 _else // light source on the_right side
  {
__  specularReflection = attenuation *_vec3(ls.specular) * vec3(frontMaterial.specular)
   _    _*_pow(max(0.0,_dot(reflect(lightDirection, norm), viewDirection)), frontMaterial.shininess);
 _}

  return vec4(ambientLighting + diffuseReflection_+ specularReflection, 1.0);
}

vec4_generateGlobalLighting(vec3 norm, vec3 position)
{
  return light(light0,_norm,_vec