Fixed bug causing shadow maps to be disabled when there is no specular or per-pixel lighting
--HG-- extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%4031
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@@ -200,6 +200,9 @@ void main()
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gl_FragColor += vec4(material_specular * specularFactor, 0.0);
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#endif
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#endif
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// -------------------- Multiply shadow map --------------------
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#if HAS_SHADOW_MAP
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@@ -209,6 +212,4 @@ void main()
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// gl_FragColor = vec4(shadowCoord.s, shadowCoord.t, 1.0, 1.0);
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#endif
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#endif
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}
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