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      1 varying vec3 varWorldPos;
      2 varying vec3 varWorldNormal;
      3 varying vec2 varTex0;
      4 
      5 void main() {
      6 
      7    vec3 V = normalize(UNI_cameraPos.xyz - varWorldPos.xyz);
      8    vec3 worldNorm = (varWorldNormal);
      9 
     10    vec3 light0Vec = V;
     11    vec3 light0R = reflect(light0Vec, worldNorm);
     12    float light0_Diffuse = dot(worldNorm, light0Vec);
     13 
     14    vec2 t0 = varTex0.xy;
     15    lowp vec4 col = texture2D(UNI_diffuse, t0).rgba;
     16    col.xyz = col.xyz * light0_Diffuse * 1.2;
     17    gl_FragColor = col;
     18 }
     19 
     20