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Enabled wireframes for shader renderer
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@@ -12,6 +12,7 @@ in float outTotalLights;
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in vec3 outFragPos;
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in vec3 outCameraPos;
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in vec3 outInverseNormal;
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in float outDisableLighting;
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// optimizing compilers are annoying at this stage of my understanding of GLSL
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vec4 lokiVar;
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@@ -76,7 +77,12 @@ void main() {
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lokiVar = vec4(outColor, 1.0) + outNormal + vec4(outUV, 1.0) + vec4(outTextureID, 1.0, 1.0, 1.0);
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lokiVar = normalize(lokiVar);
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vec3 result = calculateLighting() * outColor;
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vec3 result;
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if (outDisableLighting == 1.0) {
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result = outColor + 0.25;
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} else {
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result = calculateLighting() * outColor;
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}
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gl_FragColor = vec4(result, 1.0);
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}
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