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Fix issue with shader preprocessor variables
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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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diffuseOut = diffuse.xyz * gl_LightSource[lightIndex].diffuse.xyz * max(dot(viewNormal.xyz, lightDir), 0.0) * illumination;
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}
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}
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#ifdef PER_PIXEL_LIGHTING
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#if PER_PIXEL_LIGHTING
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vec4 doLighting(vec3 viewPos, vec3 viewNormal, vec4 vertexColor, float shadowing)
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vec4 doLighting(vec3 viewPos, vec3 viewNormal, vec4 vertexColor, float shadowing)
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#else
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#else
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vec4 doLighting(vec3 viewPos, vec3 viewNormal, vec4 vertexColor, out vec3 shadowDiffuse)
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vec4 doLighting(vec3 viewPos, vec3 viewNormal, vec4 vertexColor, out vec3 shadowDiffuse)
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