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void MAIN()
{
BASE_COLOR = vec4(1.0, 0.0, 0.0, 1.0);
METALNESS = 0.5;
EMISSIVE_COLOR = vec3(0.0, 1.0, 0.0);
}
void POST_PROCESS()
{
if (gl_FragCoord.x > screen_width * 0.5)
COLOR_SUM = DIFFUSE;
else
COLOR_SUM = vec4(EMISSIVE, DIFFUSE.a);
}