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@@ -33,8 +33,10 @@ uniform sampler2D u_normalmapTexture;
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#if (DIRECTIONAL_LIGHT_COUNT > 0)
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uniform vec3 u_directionalLightColor[DIRECTIONAL_LIGHT_COUNT];
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+#if !defined(BUMPED)
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uniform vec3 u_directionalLightDirection[DIRECTIONAL_LIGHT_COUNT];
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#endif
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+#endif
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#if (POINT_LIGHT_COUNT > 0)
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uniform vec3 u_pointLightColor[POINT_LIGHT_COUNT];
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@@ -44,10 +46,12 @@ uniform float u_pointLightRangeInverse[POINT_LIGHT_COUNT];
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#if (SPOT_LIGHT_COUNT > 0)
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uniform vec3 u_spotLightColor[SPOT_LIGHT_COUNT];
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-uniform vec3 u_spotLightDirection[SPOT_LIGHT_COUNT];
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uniform float u_spotLightRangeInverse[SPOT_LIGHT_COUNT];
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uniform float u_spotLightInnerAngleCos[SPOT_LIGHT_COUNT];
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uniform float u_spotLightOuterAngleCos[SPOT_LIGHT_COUNT];
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+#if !defined(BUMPED)
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+uniform vec3 u_spotLightDirection[SPOT_LIGHT_COUNT];
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+#endif
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#endif
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#if defined(SPECULAR)
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@@ -82,7 +86,7 @@ varying vec2 v_texCoord1;
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varying vec3 v_normalVector;
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#endif
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-#if (defined(BUMPED) && (DIRECTIONAL_LIGHT_COUNT > 0))
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+#if defined(BUMPED) && (DIRECTIONAL_LIGHT_COUNT > 0)
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varying vec3 v_directionalLightDirection[DIRECTIONAL_LIGHT_COUNT];
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#endif
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@@ -92,6 +96,9 @@ varying vec3 v_vertexToPointLightDirection[POINT_LIGHT_COUNT];
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#if (SPOT_LIGHT_COUNT > 0)
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varying vec3 v_vertexToSpotLightDirection[SPOT_LIGHT_COUNT];
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+#if defined(BUMPED)
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+varying vec3 v_spotLightDirection[SPOT_LIGHT_COUNT];
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+#endif
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#endif
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#if defined(SPECULAR)
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