Lights Fixed.
Shadows not fixid.
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@@ -21,7 +21,7 @@ uniform float spotExponent[numberOfLights];
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vec2 TextureCoord;
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} Input;
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vec3 scene_ambient = vec3(0.2, 0.2, 0.2);
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vec3 scene_ambient = vec3(0.5, 0.5, 0.5);
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out vec4 fragmentColor;
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