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#version 150 core
in vec3 worldPosition;
in vec3 worldNormal;
in vec4 color;
out vec4 fragColor;
uniform vec3 eyePosition;
#pragma include phong.inc.frag
void main()
{
vec3 worldView = normalize(eyePosition - worldPosition);
fragColor = phongFunction(color, color, vec4(0.0), 0.0, worldPosition, worldView, worldNormal);
}