Fix deferred-tree shader compilation
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1 changed files with 1 additions and 1 deletions
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@ -15,7 +15,7 @@ void main() {
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float emission = 0.0;
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// Normal is straight towards the viewer.
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vec3 normal2 = (0.0, 0.0, 0.0);
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vec3 normal2 = vec3(0.0, 0.0, 0.0);
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gl_FragData[0] = vec4( 0.5, 0.5, 0.0, 1.0 );
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gl_FragData[1] = vec4( gl_Color.rgb * texel.rgb, float( materialID ) / 255.0 );
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gl_FragData[2] = vec4( specular, shininess / 255.0, emission, 1.0 );
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