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#define FP highp
varying FP vec3 worldPosition;
varying FP vec3 worldNormal;
varying FP vec3 color;
#pragma include light.inc.frag
void main()
{
FP vec3 diffuseColor;
adModel(worldPosition, worldNormal, diffuseColor);
gl_FragColor = vec4( color + color * diffuseColor, 1.0 );
}
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