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Fix vertex shader compilation
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@ -381,7 +381,7 @@ void GenerateVertexShader(int prim, char *buffer) {
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WRITE(p, " if (dot%i > 0.0)\n", i);
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WRITE(p, " lightSum1 += u_lightspecular%i * %s * (pow(dot%i, u_matspecular.a) * lightScale%i);\n", i, specular, i, i);
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}
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WRITE(p, " lightSum0 += vec4((u_lightambient%i * %s + diffuse%i)*lightScale%i, 0.0);\n", i, ambient, i, i);
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WRITE(p, " lightSum0 += vec4((u_lightambient%i * %s.rgb + diffuse%i)*lightScale%i, 0.0);\n", i, ambient, i, i);
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}
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if (gstate.isLightingEnabled()) {
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