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Deferred shading
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@@ -139,7 +139,7 @@ float3 GlobalLighting(float3 diff, float3 norm, float4 vc0, float lf, uniform Sh
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{
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float3 c = saturate(diff);
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float3 fc = c;
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float naturalDiffuseFactor = 1.0;
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float naturalDiffuseFactor = vc0.r;
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float artificialDiffuseFactor = saturate(vc0.g);
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c *= BasicLighting(globalLights.LightDirColour, globalLights.LightDirAmbColour, lf);
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c += AmbientLight(fc, norm.z, globalLights.LightNaturalAmbUp, globalLights.LightNaturalAmbDown, naturalDiffuseFactor);
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