V3 merge. Slight update. Fixes lighting oddities.
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@@ -30,7 +30,6 @@ ATTRIBUTE vec3 normal;
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ATTRIBUTE vec4 diffuse_color;
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ATTRIBUTE vec2 texcoord0;
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vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
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mat4 getObjectSkinnedTransform();
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void calcAtmospherics(vec3 inPositionEye);
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@@ -39,8 +39,6 @@ float calcDirectionalLight(vec3 n, vec3 l);
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mat4 getObjectSkinnedTransform();
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vec3 atmosAmbient(vec3 light);
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vec3 atmosAffectDirectionalLight(float lightIntensity);
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vec3 scaleDownLight(vec3 light);
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vec3 scaleUpLight(vec3 light);
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VARYING vec3 vary_ambient;
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VARYING vec3 vary_directional;
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