SPLighting: fix issue #239
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@ -216,6 +216,7 @@ void main(){
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light.y = 1.0;
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#endif
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vec3 DiffuseSum2 = DiffuseSum.rgb;
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#ifdef COLORRAMP
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DiffuseSum2.rgb *= texture2D(m_ColorRamp, vec2(light.x, 0.0)).rgb;
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SpecularSum2.rgb *= texture2D(m_ColorRamp, vec2(light.y, 0.0)).rgb;
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