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Fix the same shader preprocessor variable issue for the third time now
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@ -34,7 +34,7 @@ vec4 doLighting(vec3 viewPos, vec3 viewNormal, vec4 vertexColor, out vec3 shadow
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vec3 diffuseLight, ambientLight;
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perLight(ambientLight, diffuseLight, 0, viewPos, viewNormal, diffuse, ambient);
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#ifdef FRAGMENT
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#if PER_PIXEL_LIGHTING
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lightResult.xyz += ambientLight + diffuseLight * shadowing;
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#else
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shadowDiffuse = diffuseLight;
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