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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];
}