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@@ -643,9 +643,9 @@ void main(void) {
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// Composition
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// Reflection already includes the environment intensity.
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#ifdef EMISSIVEASILLUMINATION
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- vec4 finalColor = vec4(finalDiffuse * ambientColor * vLightingIntensity.x + surfaceAlbedo.rgb * environmentIrradiance + finalSpecular * vLightingIntensity.x + environmentRadiance + surfaceEmissiveColor * vLightingIntensity.y + refractance, alpha);
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+ vec4 finalColor = vec4((finalDiffuse * vLightingIntensity.x + surfaceAlbedo.rgb * environmentIrradiance) * ambientColor + finalSpecular * vLightingIntensity.x + environmentRadiance + surfaceEmissiveColor * vLightingIntensity.y + refractance, alpha);
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#else
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- vec4 finalColor = vec4(finalDiffuse * ambientColor * vLightingIntensity.x + surfaceAlbedo.rgb * environmentIrradiance + finalSpecular * vLightingIntensity.x + environmentRadiance + refractance, alpha);
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+ vec4 finalColor = vec4((finalDiffuse * vLightingIntensity.x + surfaceAlbedo.rgb * environmentIrradiance) * ambientColor + finalSpecular * vLightingIntensity.x + environmentRadiance + refractance, alpha);
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#endif
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#ifdef LIGHTMAP
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