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@@ -40,4 +40,5 @@ void main() {
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vec3 specular_color = specular_value * specular_strength * light_color;
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out_color = vec4(ambient_color + diffuse_color + specular_color, 1.0) * texture(diffuse_tex, tex_coords);
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// out_color = vec4(1, 0, 0, 1);
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}
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