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float aspect(vec2 v) {    return v.x / v.y;} vec3 aspectCorrectedTexture() {    vec2 uv;     if (abs(_position.y) > 0.4999) {        uv = _position.xz;    } else if (abs(_position.z) > 0.4999) {        uv = _position.xy;    } else {        uv = _position.yz;    }     uv += 0.5;    uv.y = 1.0 - uv.y;    return texture(iChannel0, uv).rgb;} float getProceduralColors(inout vec3 diffuse, inout vec3 specular, inout float shininess) {    specular = aspectCorrectedTexture();    return 1.0;}