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++ void MAIN()
++ {
++ SPECULAR_AMOUNT = 0.0;
++ vec3 normalValue = texture(normalMap, UV0).rgb;
++ normalValue.xy = normalValue.xy * 2.0 - 1.0;
++ normalValue.z = sqrt(max(0.0, 1.0 - dot(normalValue.xy, normalValue.xy)));
++ NORMAL = normalize(mix(NORMAL, TANGENT * normalValue.x + BINORMAL * normalValue.y + NORMAL * normalValue.z, 1.0));
++ }