Deatheffect color now correctly calculated
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@@ -55,6 +55,7 @@ in VertexData{
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vec3 BiTangent;
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vec2 TextureCoordinate;
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vec4 ExplosionColor;
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float ExplosionPercentageElapsed;
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}Input;
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out vec4 sceneColor;
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@@ -148,7 +149,7 @@ void main()
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totalLighting.Specular += light_result.Specular;
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}
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vec4 color_result = Color * diffuseTexel * DiffuseColor * Input.ExplosionColor;
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vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
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color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
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//vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
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