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Remove unnecessary preprocessor variable in shaders
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@ -14,7 +14,7 @@ void perLight(out vec3 ambientOut, out vec3 diffuseOut, int lightIndex, vec3 vie
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diffuseOut = diffuse.xyz * gl_LightSource[lightIndex].diffuse.xyz * max(dot(viewNormal.xyz, lightDir), 0.0) * illumination;
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}
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#ifdef FRAGMENT
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#ifdef PER_PIXEL_LIGHTING
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vec4 doLighting(vec3 viewPos, vec3 viewNormal, vec4 vertexColor, float shadowing)
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#else
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vec4 doLighting(vec3 viewPos, vec3 viewNormal, vec4 vertexColor, out vec3 shadowDiffuse)
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@ -1,7 +1,5 @@
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#version 120
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#define FRAGMENT
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#if @diffuseMap
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uniform sampler2D diffuseMap;
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varying vec2 diffuseMapUV;
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@ -1,7 +1,5 @@
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#version 120
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#define FRAGMENT
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varying vec2 uv;
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uniform sampler2D diffuseMap;
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