lib/mittsu/opengl/shader/lib/basic/basic_fragment.rbsl
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#include shadowmap_fragment // TODO: Shadows on an otherwise unlit surface doesn't make sense.
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#include lightmap_fragment // TODO: Light map on an otherwise unlit surface doesn't make sense.
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fragColor = vec4( outgoingLight, diffuseColor.a ); // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
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