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++ void MAIN()
++ {
++ BASE_COLOR = vec4(1.0, 0.0, 0.0, 1.0);
++ ROUGHNESS = 0.4;
++
++ // Important: undo the effect of doublesided support. (no culling when
++ // generating the lightmap, but the inverted normal is not wanted)
++ NORMAL = VAR_WORLD_NORMAL;
++ }