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precision highp float;
uniform vec4 uMaterialColor;
uniform vec2 uResolution;
uniform sampler2D u_shadowMap;
uniform sampler2D u_matcap;
uniform vec2 u_mouse;
uniform float u_time;
varying vec4 v_lightCoord;
varying vec3 v_camera;
varying vec4 vVertexPosition;
varying vec3 vVertexNormal;
varying vec2 vVertTexCoord;
void main() {
vec4 color = vec4(0.5, 0.5, 0.5, 1.0);
vec2 pixel = 1.0 / uResolution;
vec2 st = gl_FragCoord.xy * pixel;
vec2 uv = vVertTexCoord;
// Floor Pattern
if (uMaterialColor.r != 0.0)
color = sphereMap(u_matcap, normalize(vVertexNormal), -normalize(v_camera));
color.rgb *= sampleShadowPCF(u_shadowMap, vec2(LIGHT_SHADOWMAP_SIZE), v_lightCoord.xy, v_lightCoord.z - 0.005) * 0.8 + 0.2;
gl_FragColor = color;
}