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#22 fix crystals shading
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@@ -412,10 +412,6 @@ uniform vec4 uMaterial; // x - diffuse, y - ambient, z - specular, w - alpha
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discard;
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#endif
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#ifndef PASS_SHADOW
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color *= vDiffuse;
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#endif
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#ifdef PASS_SHADOW
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#ifdef SHADOW_COLOR
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@@ -425,8 +421,9 @@ uniform vec4 uMaterial; // x - diffuse, y - ambient, z - specular, w - alpha
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#endif
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#else
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color *= vDiffuse;
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#ifndef TYPE_FLASH
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#if !defined(TYPE_FLASH) && !defined(TYPE_MIRROR)
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#ifdef PASS_AMBIENT
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color.xyz *= vLight.x;
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