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@@ -1,9 +1,9 @@
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#if NUM_DIR_LIGHTS > 0
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struct DirectionalLight {
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- vec3 direction;
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- vec3 color;
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- int shadow;
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+ vec3 direction;
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+ vec3 color;
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+ int shadow;
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};
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uniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];
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@@ -25,11 +25,11 @@
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#if NUM_POINT_LIGHTS > 0
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struct PointLight {
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- vec3 position;
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- vec3 color;
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- float distance;
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- float decay;
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- int shadow;
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+ vec3 position;
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+ vec3 color;
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+ float distance;
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+ float decay;
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+ int shadow;
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};
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uniform PointLight pointLights[ NUM_POINT_LIGHTS ];
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@@ -54,14 +54,14 @@
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#if NUM_SPOT_LIGHTS > 0
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struct SpotLight {
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- vec3 position;
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- vec3 direction;
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- vec3 color;
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- float distance;
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- float decay;
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- float angleCos;
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- float exponent;
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- int shadow;
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+ vec3 position;
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+ vec3 direction;
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+ vec3 color;
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+ float distance;
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+ float decay;
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+ float angleCos;
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+ float exponent;
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+ int shadow;
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};
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uniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];
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@@ -99,9 +99,9 @@
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#if NUM_HEMI_LIGHTS > 0
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struct HemisphereLight {
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- vec3 direction;
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- vec3 skyColor;
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- vec3 groundColor;
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+ vec3 direction;
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+ vec3 skyColor;
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+ vec3 groundColor;
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};
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uniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];
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