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@ -200,13 +200,6 @@
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@shPassthroughFragmentInputs
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shUniform(float4, lightAmbient) @shAutoConstant(lightAmbient, ambient_light_colour)
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@shForeach(@shGlobalSettingString(terrain_num_lights))
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shUniform(float4, lightPosObjSpace@shIterator) @shAutoConstant(lightPosObjSpace@shIterator, light_position, @shIterator)
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shUniform(float4, lightAttenuation@shIterator) @shAutoConstant(lightAttenuation@shIterator, light_attenuation, @shIterator)
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shUniform(float4, lightDiffuse@shIterator) @shAutoConstant(lightDiffuse@shIterator, light_diffuse_colour, @shIterator)
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@shEndForeach
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#if SHADOWS
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shSampler2D(shadowMap0)
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shUniform(float2, invShadowmapSize0) @shAutoConstant(invShadowmapSize0, inverse_texture_size, @shPropertyString(shadowtexture_offset))
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