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@@ -904,6 +904,8 @@ uniform float ambient_energy;
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#ifdef USE_LIGHTING
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+uniform highp vec4 shadow_color;
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+
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#ifdef USE_VERTEX_LIGHTING
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//get from vertex
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@@ -916,7 +918,7 @@ uniform highp vec3 light_direction; //may be used by fog, so leave here
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//done in fragment
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// general for all lights
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uniform highp vec4 light_color;
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-uniform highp vec4 shadow_color;
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+
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uniform highp float light_specular;
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// directional
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