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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;
}