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remove unecassary clamp in fragment shader
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@ -222,7 +222,6 @@ vec2 screenCoords = gl_FragCoord.xy / screenRes;
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vec3 lighting, specular;
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#if !PER_PIXEL_LIGHTING
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lighting = passDiffuseLighting * diffuseColor.xyz + passLighting;
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clampLightingResult(lighting);
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lighting += shadowDiffuseLighting * diffuseColor.xyz * shadowing;
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specular = passSpecular + shadowSpecularLighting * shadowing;
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#else
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