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REVIEWED: Shaders formating to follow raylib code conventions
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@ -41,7 +41,7 @@ void main()
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vec3 viewD = normalize(viewPos - fragPosition);
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vec3 specular = vec3(0.0);
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vec4 tint = colDiffuse * fragColor;
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vec4 tint = colDiffuse*fragColor;
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// NOTE: Implement here your fragment shader code
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