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uniform samplerCube Texture;
varying vec3 Normal;
varying vec3 VertexToLightVector;
varying vec4 Color;
varying vec3 TextureCoordinate;
void main()
gl_FragColor = textureCube(Texture, TextureCoordinate);
// = TextureCoordinate;
// need this line so OpenGL doesn't optimize out the variables -- remove in your solution
// {
Normal; Color; Texture;
// }
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