uniform vec4 occBackMaterial[5];
// front material properties accessors
-vec4 occFrontMaterial_Emission(void) { return occFrontMaterial[0]; }
-vec4 occFrontMaterial_Ambient(void) { return occFrontMaterial[1]; }
-vec4 occFrontMaterial_Diffuse(void) { return occFrontMaterial[2]; }
-vec4 occFrontMaterial_Specular(void) { return occFrontMaterial[3]; }
+vec4 occFrontMaterial_Ambient(void) { return occFrontMaterial[0]; }
+vec4 occFrontMaterial_Diffuse(void) { return occFrontMaterial[1]; }
+vec4 occFrontMaterial_Specular(void) { return occFrontMaterial[2]; }
+vec4 occFrontMaterial_Emission(void) { return occFrontMaterial[3]; }
float occFrontMaterial_Shininess(void) { return occFrontMaterial[4].x; }
float occFrontMaterial_Transparency(void) { return occFrontMaterial[4].y; }
// back material properties accessors
-vec4 occBackMaterial_Emission(void) { return occBackMaterial[0]; }
-vec4 occBackMaterial_Ambient(void) { return occBackMaterial[1]; }
-vec4 occBackMaterial_Diffuse(void) { return occBackMaterial[2]; }
-vec4 occBackMaterial_Specular(void) { return occBackMaterial[3]; }
+vec4 occBackMaterial_Ambient(void) { return occBackMaterial[0]; }
+vec4 occBackMaterial_Diffuse(void) { return occBackMaterial[1]; }
+vec4 occBackMaterial_Specular(void) { return occBackMaterial[2]; }
+vec4 occBackMaterial_Emission(void) { return occBackMaterial[3]; }
float occBackMaterial_Shininess(void) { return occBackMaterial[4].x; }
float occBackMaterial_Transparency(void) { return occBackMaterial[4].y; }