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Correct calc_light call.
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@ -436,7 +436,7 @@ ShaderCombiner::ShaderCombiner(Combiner & _color, Combiner & _alpha, const gDPCo
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}
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if (config.enableHWLighting)
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#ifdef SHADER_PRECISION
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strFragmentShader.append(" lowp float intensity = calc_light(int(vNumLights), vShadeColor.rgb, input_color); \n");
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strFragmentShader.append(" lowp float intensity = calc_light(vNumLights, vShadeColor.rgb, input_color); \n");
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#else
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strFragmentShader.append(" float intensity = calc_light(vNumLights, vShadeColor.rgb, input_color); \n");
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#endif
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