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1738 chris 1
#ifdef GL_ES
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precision mediump float;
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#endif
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uniform sampler2D uDiffuse;
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varying vec3 vNormal;
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varying vec2 vTexCoord;
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void main()
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{
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	float diffuseIntensity = max(0.0, dot(normalize(vNormal), -normalize(vec3(1, -3, 1))));
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	vec4 texColor = texture2D(uDiffuse, vTexCoord);
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	vec4 finalColor = texColor * vec4(vec3(diffuseIntensity), 1.0);;
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	gl_FragColor = finalColor;
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	/*gl_FragColor = texColor * vec4(diffuseIntensity, diffuseIntensity, diffuseIntensity, 1.0);*/
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}
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