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float3 Diffuse=c_Diffuse*saturate(dot(Light, Normal));
float3 Specular=pow( saturate(dot(Half, Normal)) , SpecularPower) * c_Specular;
Return.xyz=c_LightColor * ( saturate(c_Ambient+Diffuse)*Color + Specular ) + c_Emmisive;
Return.w=1;