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fix typos
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@ -148,7 +148,6 @@ vec3 evalLightmappedColor(mat4 invViewMat, float shadowAttenuation, vec3 normal,
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const float PERPENDICULAR_THRESHOLD = -0.005;
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float facingLight = step(PERPENDICULAR_THRESHOLD, diffuseDot);
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//float facingLight = step(PERPENDICULAR_THRESHOLD, diffuseDot);
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// evaluate the shadow test but only relevant for light facing fragments
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float lightAttenuation = (1 - facingLight) + facingLight * shadowAttenuation;
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// diffuse light is the lightmap dimmed by shadow
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