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varying vec4 normal_es;
varying vec4 position_es;
varying vec2 texcoord;
/* Specular exponent.
*/
uniform float s;
/* Position of the light in eye-space.
*/
const vec4 light_es = vec4(0.0, 3.0, 0.0, 1.0);
void main(void)
{
/* FINISHME: Calculate lighting.
*/
vec4 color = vec4(1.0, 0.0, 0.0, 1.0);
gl_FragColor = color;
}
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