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OpenGL3: Drop always-zero vSpecularColor from the shaders
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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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