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varying vec3 vNormal;
varying vec3 vViewVec;
varying vec2 vTexCoord0;
uniform vec4 uColor;
uniform sampler2D uTexture0;
void main(void) {
float v = 0.5 * (1.0 + dot(normalize(vViewVec), vNormal));
gl_FragColor = texture2D(uTexture0, vTexCoord0.st);
}
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