Some work done on lights and normals and other buggs/fixes
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@@ -21,11 +21,11 @@ void main()
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vec4 LightingTexel = texture(LightingTexture, Input.TextureCoord);
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vec4 ShadowTexel = texture(ShadowTexture, Input.TextureCoord);
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//FragmentColor = DiffuseTexel;
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FragmentColor = DiffuseTexel * (LightingTexel + vec4(La, 0.0));
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//FragmentColor = vec4(pow(_FragmentColor.rgb, vec3(1.0 / Gamma)), _FragmentColor.a);
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//FragmentColor = DiffuseTexel;
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//FragmentColor = DiffuseTexel;
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}
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