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src/res/basicShader.fs
#version 120
varying vec2 texCoord0;
varying vec3 normal0;
uniform sampler2D sampler;
uniform vec3 lightDirection;
void main()
{
gl_FragColor = texture2D(sampler, texCoord0) *
clamp(dot(-lightDirection, normal0), 0.0, 1.0);
}