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DiffuseSum2.rgb *= texture2D(m_ColorRamp, vec2(light.x, 0.0)).rgb;
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DiffuseSum2.rgb *= texture2D(m_ColorRamp, vec2(light.x, 0.0)).rgb;
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SpecularSum2.rgb *= texture2D(m_ColorRamp, vec2(light.y, 0.0)).rgb;
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SpecularSum2.rgb *= texture2D(m_ColorRamp, vec2(light.y, 0.0)).rgb;
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