uniform sampler2D ColorTex;
uniform sampler2D NormalMapTex;

struct LightInfo {
  vec4 Position;  // Light position in eye coords.
  vec3 Intensity; // A,D,S intensity
};
uniform LightInfo Light;

struct MaterialInfo {
  vec3 Ka;            // Ambient reflectivity
  vec3 Ks;            // Specular reflectivity
  float Shininess;    // Specular shininess factor
};
uniform MaterialInfo Material;

struct LightInfo {
  vec4 Position;  // Light position in eye coords.
  vec3 Intensity; // A,D,S intensity
};
uniform LightInfo Light;

uniform mat4 ModelViewMatrix;
uniform mat3 NormalMatrix;
uniform mat4 ProjectionMatrix;
uniform mat4 MVP;