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@@ -45,6 +45,7 @@ in VertexData{
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vec3 Normal;
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vec2 TextureCoordinate;
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vec4 DiffuseColor;
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vec4 ExplosionColor;
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}Input;
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out vec4 fragmentColor;
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@@ -114,7 +115,7 @@ void main()
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totalLighting.Specular += result.Specular;
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}
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fragmentColor += Input.DiffuseColor * (totalLighting.Diffuse + totalLighting.Specular) * texel * Color;
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fragmentColor += (Input.DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + totalLighting.Specular) * texel * Color;
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//fragmentColor += Input.DiffuseColor * (totalLighting.Diffuse) * texel * Color;
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//fragmentColor += vec4(0.0, LightGrids.Data[currentTile].Amount/3.0, 0, 1);
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//fragmentColor = texel * Input.DiffuseColor * Color;
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