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#version 150 core
in vec3 worldPosition;
in vec3 worldNormal;
in vec3 color;
out vec4 fragColor;
#pragma include light.inc.frag
void main()
{
vec3 diffuseColor;
adModel(worldPosition, worldNormal, diffuseColor);
fragColor = vec4( color + color * diffuseColor, 1.0 );
}
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