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uniform sampler2D texture;
uniform sampler2D normalTex;
varying vec2 texCoord;
varying vec4 color;
uniform vec4 ambientLight;
uniform vec4 light[128];
uniform vec4 lightColor[128];
uniform float lightImpact;
uniform int lightSize;
void main()
{
vec4 pixTex = texture2D(texture, vec2(texCoord.x, 1-texCoord.y));
if (pixTex.a < 0.1)
discard;
if (lightSize > 0) {
}
gl_FragColor = pixTex * color * pixTex.a;
}
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