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- #ifdef LIGHT{X}
- uniform vec4 vLightData{X};
- uniform vec4 vLightDiffuse{X};
- #ifdef SPECULARTERM
- uniform vec3 vLightSpecular{X};
- #else
- vec3 vLightSpecular{X} = vec3(0.);
- #endif
- #ifdef SHADOW{X}
- #if defined(SHADOWCUBE{X})
- uniform samplerCube shadowSampler{X};
- #else
- varying vec4 vPositionFromLight{X};
- varying float vDepthMetric{X};
- uniform sampler2D shadowSampler{X};
- uniform mat4 lightMatrix{X};
- #endif
- uniform vec4 shadowsInfo{X};
- uniform vec2 depthValues{X};
- #endif
- #ifdef SPOTLIGHT{X}
- uniform vec4 vLightDirection{X};
- #endif
- #ifdef HEMILIGHT{X}
- uniform vec3 vLightGround{X};
- #endif
- #ifdef PROJECTEDLIGHTTEXTURE{X}
- uniform mat4 textureProjectionMatrix{X};
- uniform sampler2D projectionLightSampler{X};
- #endif
- #endif
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