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- vec3 lightAccum = u_sh[0];
- lightAccum += u_sh[1] * normal.x;
- lightAccum += u_sh[2] * normal.y;
- lightAccum += u_sh[3] * normal.z;
- lightAccum += u_sh[4] * (normal.x * normal.z);
- lightAccum += u_sh[5] * (normal.z * normal.y);
- lightAccum += u_sh[6] * (normal.y * normal.x);
- lightAccum += u_sh[7] * (3.0 * normal.z * normal.z - 1.0);
- lightAccum += u_sh[8] * (normal.x * normal.x - normal.y * normal.y);
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