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++ void MAIN()
++ {
++ // the resulting color does not matter, what matters it that the shader compiles at all
++ mat4 m = MODELVIEWPROJECTION_MATRIX;
++ m *= VIEWPROJECTION_MATRIX;
++ m *= MODEL_MATRIX;
++ m *= VIEW_MATRIX;
++ m *= mat4(NORMAL_MATRIX);
++ m *= PROJECTION_MATRIX;
++ m *= INVERSE_PROJECTION_MATRIX;
++ m[0].xyz *= CAMERA_POSITION;
++ m[1].xyz *= CAMERA_DIRECTION;
++ m[2].xy *= CAMERA_PROPERTIES;
++ BASE_COLOR = m[0] * m[1] * m[2] * m[3];
++ }