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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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@ -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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