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@@ -3,6 +3,11 @@ vec3 diffuse = vec3( 1.0 );
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GeometricContext geometry = GeometricContext( mvPosition.xyz, normalize( transformedNormal ), normalize( -mvPosition.xyz ) );
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GeometricContext backGeometry = GeometricContext( geometry.position, -geometry.normal, geometry.viewDir );
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+ vLightFront = vec3( 0.0 );
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+#ifdef DOUBLE_SIDED
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+ vLightBack = vec3( 0.0 );
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+#endif
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+
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#if MAX_POINT_LIGHTS > 0
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for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {
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@@ -94,4 +99,4 @@ GeometricContext backGeometry = GeometricContext( geometry.position, -geometry.n
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#endif
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- }
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+ }
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