Fixed Shape.fragment.glsl
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@ -43,7 +43,7 @@ void applyShading() {
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float angleCos = dot(normal, light);
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float lightness = (angleCos + 1.5) / 2;
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linearMultiply(gl_FragColor, vec4(lightness.xxx, 1.0));
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linearMultiply(gl_FragColor, vec4(lightness, lightness, lightness, 1.0));
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}
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void applyAlpha() {
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