c3 transformedNormal = uNMatrix * aVertexNormal;
                    float directionalLightWeighting = max(dot(transformedNormal, uLightingDirection), 0.0);
                    vLightWeighting = uAmbientColor + uDirectionalColor * directionalLightWeighting;
                }
            }
        </script>

        <script type="text/javascript">
          learningwebgl.lesson_08.start();
        </script>
    </body>
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