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Remove unused line
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@ -24,9 +24,6 @@ vec4 add_light(vec4 color, vec3 point, vec3 unit_normal){
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vec3 to_camera = normalize(camera_position - point);
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vec3 to_light = normalize(light_position - point);
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// Note, this effectively treats surfaces as two-sided
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// if(dot(to_camera, unit_normal) < 0) unit_normal *= -1;
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float light_to_normal = dot(to_light, unit_normal);
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// When unit normal points towards light, brighten
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float bright_factor = max(light_to_normal, 0) * reflectiveness;
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