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/usr/share/libwildmagic/Data/CgShaders/LightDirectionalPerPixel.fx is in libwildmagic-common 5.13-1ubuntu1.

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The actual contents of the file can be viewed below.

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void v_LightDirectionalPerPixel
(
    in float3 modelPosition : POSITION,
    in float3 modelNormal : TEXCOORD1,
    out float4 clipPosition : POSITION,
    out float3 vertexPosition : TEXCOORD0,
    out float3 vertexNormal : TEXCOORD1,
    uniform float4x4 PVWMatrix
)
{
    clipPosition = mul(PVWMatrix, float4(modelPosition,1.0f));
    vertexPosition = modelPosition;
    vertexNormal = modelNormal;
}

void p_LightDirectionalPerPixel
(
    in float3 vertexPosition : TEXCOORD0,
    in float3 vertexNormal : TEXCOORD1,
    out float4 pixelColor : COLOR,
    uniform float3 CameraModelPosition,
    uniform float3 MaterialEmissive,
    uniform float3 MaterialAmbient,
    uniform float4 MaterialDiffuse,
    uniform float4 MaterialSpecular,
    uniform float3 LightModelDirection,
    uniform float3 LightAmbient,
    uniform float3 LightDiffuse,
    uniform float3 LightSpecular,
    uniform float4 LightAttenuation
)
{
    // Compute the lighting factors.
    float3 normal = normalize(vertexNormal);
    float NDotL = -dot(normal, LightModelDirection);
    float3 viewVector = normalize(CameraModelPosition - vertexPosition);
    float3 halfVector = normalize(viewVector - LightModelDirection);
    float NDotH = dot(normal, halfVector);
    float4 lighting = lit(NDotL, NDotH, MaterialSpecular.a);

    // Compute the lighting color.
    float3 color = MaterialAmbient*LightAmbient
        + lighting.y*MaterialDiffuse.rgb*LightDiffuse
        + lighting.z*MaterialSpecular.rgb*LightSpecular;

    // Compute the pixel color.
    pixelColor.rgb = MaterialEmissive + LightAttenuation.w*color;
    pixelColor.a = MaterialDiffuse.a;
}