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Use the texture matrix
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@ -51,7 +51,7 @@ void main(void)
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vec3 viewNormal = normalize((gl_NormalMatrix * gl_Normal).xyz);
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#if @diffuseMap
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diffuseMapUV = gl_MultiTexCoord@diffuseMapUV.xy;
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diffuseMapUV = (gl_TextureMatrix[@diffuseMapUV] * gl_MultiTexCoord@diffuseMapUV).xy;
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#endif
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lighting = doLighting(viewPos.xyz, viewNormal, gl_Color.xyz);
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