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Vertex shaders optimization
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@ -6,7 +6,7 @@ in vec3 fragNormal;
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// Diffuse data
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uniform sampler2D texture0;
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uniform vec4 tintColor;
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uniform vec4 fragTintColor;
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// Light attributes
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uniform vec3 light_ambientColor = vec3(0.6, 0.3, 0);
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