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@@ -41,8 +41,9 @@ void main() {
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// accumulation (baked indirect lighting only)
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#ifdef USE_LIGHTMAP
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-
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- reflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;
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+
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+ vec4 lightMapTexel= texture2D( lightMap, vUv2 );
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+ reflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;
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#else
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