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@@ -103,6 +103,8 @@ void main()
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discard;
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}
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vec3 envcolor = texture(envmap, reflect(f_pos, normalize(f_normal))).rgb;
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float shadow = calc_shadow();
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vec3 result = ambient * 0.3 + vec3(1.0) * emission;
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for (uint i = 0U; i < lights_count; i++)
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@@ -119,7 +121,7 @@ void main()
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if (i == 0U)
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part *= shadow;
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result += light.color * part;
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result += light.color * part * envcolor;
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}
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vec3 c = apply_fog(result * tex_color.xyz);
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