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@@ -114,9 +114,9 @@ invariant gl_Position;
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#GLOBALS
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-void main() {
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- SceneData scene_data = scene_data_block.data;
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+#define scene_data scene_data_block.data
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+void main() {
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vec4 instance_custom = vec4(0.0);
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#if defined(COLOR_USED)
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color_interp = color_attrib;
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@@ -576,13 +576,14 @@ vec4 fog_process(vec3 vertex) {
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#endif //!MODE_RENDER DEPTH
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+#define scene_data scene_data_block.data
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+
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void main() {
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#ifdef MODE_DUAL_PARABOLOID
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if (dp_clip > 0.0)
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discard;
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#endif
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- SceneData scene_data = scene_data_block.data;
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//lay out everything, whatever is unused is optimized away anyway
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vec3 vertex = vertex_interp;
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