Add a ball, use actual flat shading
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@@ -2,7 +2,7 @@
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in vec3 UV;
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in vec3 NORMAL;
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in vec3 LIGHT;
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flat in vec3 LIGHT;
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out vec4 FragColor;
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@@ -10,7 +10,7 @@ uniform mat4 PROJECTION;
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out vec3 UV;
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out vec3 NORMAL;
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out vec3 LIGHT;
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flat out vec3 LIGHT;
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struct DirectionalLight {
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vec3 direction;
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