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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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