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Use centroid interpolation for shader lighting (fixes #4143)
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@ -47,9 +47,9 @@ varying float depth;
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#define PER_PIXEL_LIGHTING (@normalMap || @forcePPL)
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#define PER_PIXEL_LIGHTING (@normalMap || @forcePPL)
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#if !PER_PIXEL_LIGHTING
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#if !PER_PIXEL_LIGHTING
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varying vec4 lighting;
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centroid varying vec4 lighting;
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#else
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#else
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varying vec4 passColor;
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centroid varying vec4 passColor;
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#endif
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#endif
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varying vec3 passViewPos;
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varying vec3 passViewPos;
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varying vec3 passNormal;
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varying vec3 passNormal;
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@ -38,9 +38,9 @@ varying float depth;
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#define PER_PIXEL_LIGHTING (@normalMap || @forcePPL)
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#define PER_PIXEL_LIGHTING (@normalMap || @forcePPL)
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#if !PER_PIXEL_LIGHTING
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#if !PER_PIXEL_LIGHTING
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varying vec4 lighting;
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centroid varying vec4 lighting;
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#else
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#else
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varying vec4 passColor;
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centroid varying vec4 passColor;
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#endif
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#endif
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varying vec3 passViewPos;
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varying vec3 passViewPos;
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varying vec3 passNormal;
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varying vec3 passNormal;
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@ -17,9 +17,9 @@ varying float depth;
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#define PER_PIXEL_LIGHTING (@normalMap || @forcePPL)
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#define PER_PIXEL_LIGHTING (@normalMap || @forcePPL)
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#if !PER_PIXEL_LIGHTING
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#if !PER_PIXEL_LIGHTING
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varying vec4 lighting;
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centroid varying vec4 lighting;
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#else
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#else
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varying vec4 passColor;
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centroid varying vec4 passColor;
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#endif
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#endif
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varying vec3 passViewPos;
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varying vec3 passViewPos;
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varying vec3 passNormal;
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varying vec3 passNormal;
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@ -6,9 +6,9 @@ varying float depth;
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#define PER_PIXEL_LIGHTING (@normalMap || @forcePPL)
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#define PER_PIXEL_LIGHTING (@normalMap || @forcePPL)
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#if !PER_PIXEL_LIGHTING
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#if !PER_PIXEL_LIGHTING
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varying vec4 lighting;
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centroid varying vec4 lighting;
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#else
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#else
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varying vec4 passColor;
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centroid varying vec4 passColor;
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#endif
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#endif
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varying vec3 passViewPos;
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varying vec3 passViewPos;
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varying vec3 passNormal;
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varying vec3 passNormal;
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