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#ifdef GL_ESprecision mediump float;#endifuniform sampler2D uDiffuse;varying vec3 vNormal;varying vec2 vTexCoord;void main(){float diffuseIntensity = max(0.0, dot(normalize(vNormal), -normalize(vec3(-1, -1, 1))));vec4 texColor = texture2D(uDiffuse, vTexCoord);vec4 finalColor = texColor * vec4(vec3(diffuseIntensity), 1.0);;gl_FragColor = finalColor;/*gl_FragColor = texColor * vec4(diffuseIntensity, diffuseIntensity, diffuseIntensity, 1.0);*/}