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in vec3 aPosition;
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uniform float lightLevel;
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uniform float skyOffset;
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out vec3 vLighting;
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#include get_light
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void main() {
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vec3 pos = vec3(aPosition.x, -aPosition.y, aPosition.z);
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gl_Position = vec4(pos, 1.0);
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vLighting = getLight(vec2(0.0, 15.0));
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}
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