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precision highp float;
const vec3 Colour = vec3(0.97, 0.948, 0.91);
const vec3 ToLight = vec3(1, 0.7, 1);
in vec3 Normal;
out vec4 FragColour;
void main()
{
vec3 N = normalize(Normal);
vec3 L = normalize(ToLight);
vec3 a = vec3(0.7);
vec3 d = vec3(0.3 * (0.7*max(0.0, dot(L,N)) + 0.3*max(0.0, dot(-L,N))));
vec3 c = Colour * (a+d);
FragColour = vec4(pow(c, vec3(1.0 / 2.2)), 1.0);
}
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