uniform vec4 surfaceColor;
uniform float diffuse_intensity;
uniform float specular_intensity;
uniform float specular_power;
in vec3 nor;
in vec3 pos;
void main()
{
vec3 normal = normalize(gl_FrontFacing ? nor : -nor);
write(normal, surfaceColor.rgb, diffuse_intensity, specular_intensity, specular_power);
}