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#ifdef GL_ESprecision mediump float;#endifuniform sampler2D uDiffuse;uniform sampler2D uNormalMap;uniform float uAlpha;uniform vec4 uColor;uniform vec4 uFogColor;uniform vec3 uLightDir;varying vec4 vColor;varying vec2 vTexCoord;void main(){vec4 normal = texture2D(uNormalMap, vTexCoord.xy);normal = (normal - 0.5) * 2.0;float lighting = dot(normalize(normal.xyz), normalize(-uLightDir));/*lighting = max(lighting*2-0.5, 0.0);*/vec4 result = texture2D(uDiffuse, vTexCoord.xy) * uColor * vColor;result.rgb = result.rgb * (1.0-uFogColor.a) + uFogColor.rgb * uFogColor.a;/* 0.5 ambient term */result.rgb = (result.rgb * 0.3) + (result.rgb * 0.7 * min(lighting*lighting*5, 1.0));result.w *= uAlpha;gl_FragColor = result;}