danini-the-panini/mittsu-opengl

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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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