(SP)Lighting.vert: clarify comment regarding material colors
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@ -126,7 +126,8 @@ void main(){
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DiffuseSum = m_Diffuse * vec4(lightColor.rgb, 1.0);
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DiffuseSum = m_Diffuse * vec4(lightColor.rgb, 1.0);
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SpecularSum = (m_Specular * lightColor).rgb;
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SpecularSum = (m_Specular * lightColor).rgb;
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#else
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#else
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AmbientSum = g_AmbientLightColor.rgb; // Default: ambient color is dark gray
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// Defaults: Ambient and diffuse are white, specular is black.
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AmbientSum = g_AmbientLightColor.rgb;
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DiffuseSum = vec4(lightColor.rgb, 1.0);
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DiffuseSum = vec4(lightColor.rgb, 1.0);
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SpecularSum = vec3(0.0);
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SpecularSum = vec3(0.0);
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#endif
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#endif
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@ -117,6 +117,7 @@ void main(){
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SpecularSum = m_Specular.rgb;
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SpecularSum = m_Specular.rgb;
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DiffuseSum = m_Diffuse;
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DiffuseSum = m_Diffuse;
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#else
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#else
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// Defaults: Ambient and diffuse are white, specular is black.
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AmbientSum = g_AmbientLightColor.rgb;
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AmbientSum = g_AmbientLightColor.rgb;
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SpecularSum = vec3(0.0);
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SpecularSum = vec3(0.0);
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DiffuseSum = vec4(1.0);
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DiffuseSum = vec4(1.0);
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