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shader-based object texture blending
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@ -146,7 +146,7 @@ void main()
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#if @decalMap
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vec4 decalTex = texture2D(decalMap, decalMapUV);
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gl_FragData[0].xyz = mix(gl_FragData[0].xyz, decalTex.xyz, decalTex.a);
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gl_FragData[0].xyz = mix(gl_FragData[0].xyz, decalTex.xyz, decalTex.a * diffuseColor.a);
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#endif
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#if @envMap
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