Transparancy now working for forward rendering
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@@ -83,7 +83,8 @@ void main()
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vec4 specularTexel = texture(SpecularMap, Input.TextureCoord);
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vec4 diffuseTexel = texture(DiffuseTexture, Input.TextureCoord);
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//frag_Diffuse = phong(Input.Position, normalize(normal), specularTexel.rgb, specularTexel.a);
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vec4 La = vec4(0.3, 0.3, 0.3, 1.0);
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vec4 light = phong(Input.Position, normalize(normal), specularTexel.rgb, specularTexel.a);
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//frag_Diffuse = light;
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frag_Diffuse = diffuseTexel;
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}
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