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Replace 'light_source_position' with 'light_position'
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@ -20,7 +20,7 @@ void main() {
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if(num_textures == 2.0){
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vec4 dark_color = texture(DarkTexture, v_im_coords);
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float dp = dot(
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normalize(light_source_position - v_point),
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normalize(light_position - v_point),
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normalize(v_normal)
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);
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float alpha = smoothstep(-dark_shift, dark_shift, dp);
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