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#define FP highp
varying FP vec3 worldPosition;
varying FP vec3 worldNormal;
varying FP vec4 color;
uniform FP vec3 eyePosition;
#pragma include light.inc.frag
void main()
{
FP vec3 worldView = normalize(eyePosition - worldPosition);
gl_FragColor = phongFunction(color, color, vec4(0.0), 0.0, worldPosition, worldView, worldNormal);
}
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