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uniform vec3 color_towards = vec3(0.0, 0.0, 1.0);
uniform vec3 color_outwards = vec3(1.0, 0.0, 0.0);
out vec4 fragColor;
void main()
{
fragColor = vec4(gl_FrontFacing ? color_towards : color_outwards, 0.7);
}
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