working with broken rendering on windows
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@@ -10,13 +10,14 @@ varying vec2 texCoord;
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varying vec3 camVec;
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varying vec3 normVec;
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varying vec3 posVec;
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void main()
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{
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vec3 nvec = normalize(normVec);
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float cosf = max(0.0, dot(nvec, -LightDirection));
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float cosf = max(0.0, dot(nvec, LightDirection));
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//gl_FragColor = vec4((texture2D(Texture, texCoord).rgb * (cosf * 0.75 + 0.25)), 1.0); //day
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//gl_FragColor = vec4((texture2D(Texture, texCoord).rgb * (cosf * 0.5 + 0.25)), 1.0); //twilight
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