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@@ -43,7 +43,7 @@ void main() {
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vec4 diffuseColor = vec4( diffuse, opacity );
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ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
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- vec3 totalEmissiveLight = emissive;
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+ vec3 totalEmissiveRadiance = emissive;
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#include <logdepthbuf_fragment>
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#include <map_fragment>
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@@ -63,7 +63,7 @@ void main() {
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// modulation
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#include <aomap_fragment>
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- vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveLight;
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+ vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;
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gl_FragColor = vec4( outgoingLight, diffuseColor.a );
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