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/**
* @file lightFullbrightShinyF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
uniform sampler2D diffuseMap;
uniform samplerCube environmentMap;
void fullbright_shiny_lighting()
{
gl_FragColor = texture2D(diffuseMap, gl_TexCoord[0].xy);
}
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