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VARYING vec2 texcoord;
VARYING vec3 normal;
void MAIN()
{
vec4 c = texture(tex, texcoord);
vec3 diffuse = c.rgb * vec3(max(0.0, dot(normalize(normal), vec3(0.5, 0.8, -0.3))));
FRAGCOLOR = vec4(diffuse, 1.0);
}