ewrtgf
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@@ -39,6 +39,7 @@ uniform vec3 viewPos;
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uniform sampler2DShadow shadowMap;
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uniform sampler2D tex;
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uniform vec4 colorOverride = vec4(0.0); // rgb replaces the texture colour when w > 0
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float ShadowCalculation(vec4 fragposlightspace)
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{
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@@ -79,6 +80,8 @@ void main()
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discard;
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}
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lightless.rgb = mix(lightless.rgb, colorOverride.rgb, colorOverride.w);
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vec3 norm = normalize(normal);
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vec3 viewDir = normalize(viewPos - FragPos);
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