OpenGL3: Drop always-zero vSpecularColor from the shaders
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		@@ -18,7 +18,6 @@ uniform float uFogDensity;
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varying vec2 vTextureCoord0;
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varying vec4 vVertexColor;
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varying vec4 vSpecularColor;
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varying float vFogCoord;
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float computeFog()
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@@ -54,7 +53,6 @@ void main()
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		Color1 = texture2D(uTextureUnit0, vTextureCoord0);
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	vec4 FinalColor = Color0 * Color1;
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	FinalColor += vSpecularColor;
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	if (uBlendType == 1)
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	{
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@@ -17,7 +17,6 @@ uniform float uFogDensity;
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varying vec2 vTextureCoord0;
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varying vec4 vVertexColor;
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varying vec4 vSpecularColor;
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varying float vFogCoord;
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float computeFog()
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@@ -50,7 +49,6 @@ void main()
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	if (bool(uTextureUsage0))
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		Color *= texture2D(uTextureUnit0, vTextureCoord0);
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	Color += vSpecularColor;
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	if (bool(uFogEnable))
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	{
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@@ -20,7 +20,6 @@ uniform float uThickness;
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varying vec2 vTextureCoord0;
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varying vec4 vVertexColor;
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varying vec4 vSpecularColor;
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varying float vFogCoord;
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void main()
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@@ -32,7 +31,6 @@ void main()
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	vTextureCoord0 = vec4(uTMatrix0 * TextureCoord0).xy;
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	vVertexColor = inVertexColor.bgra;
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	vSpecularColor = vec4(0.0, 0.0, 0.0, 0.0);
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	vec3 Position = (uWVMatrix * vec4(inVertexPosition, 1.0)).xyz;
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@@ -18,7 +18,6 @@ uniform float uFogDensity;
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varying vec2 vTextureCoord0;
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varying vec4 vVertexColor;
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varying vec4 vSpecularColor;
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varying float vFogCoord;
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float computeFog()
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@@ -57,7 +56,6 @@ void main()
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		if (Color.a < uAlphaRef)
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			discard;
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	}
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	Color += vSpecularColor;
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	if (bool(uFogEnable))
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	{
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@@ -18,7 +18,6 @@ uniform float uFogDensity;
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varying vec2 vTextureCoord0;
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varying vec4 vVertexColor;
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varying vec4 vSpecularColor;
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varying float vFogCoord;
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float computeFog()
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@@ -55,8 +54,6 @@ void main()
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	if (Color.a < uAlphaRef)
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		discard;
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	Color += vSpecularColor;
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	if (bool(uFogEnable))
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	{
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		float FogFactor = computeFog();
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@@ -17,7 +17,6 @@ uniform float uFogDensity;
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varying vec2 vTextureCoord0;
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varying vec4 vVertexColor;
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varying vec4 vSpecularColor;
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varying float vFogCoord;
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float computeFog()
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@@ -50,7 +49,6 @@ void main()
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	if (bool(uTextureUsage0))
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		Color *= texture2D(uTextureUnit0, vTextureCoord0);
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	Color += vSpecularColor;
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	if (bool(uFogEnable))
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	{
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