Fix shader compilation errors. Pulling bits and pieces out of massive set of unstaged changes never ends well..
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@@ -38,6 +38,8 @@ uniform sampler2D specularMap;
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VARYING vec2 vary_texcoord0;
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vec3 linear_to_srgb(vec3 cs);
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void main()
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{
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vec4 col = texture2D(diffuseMap, vary_texcoord0.xy);
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@@ -32,8 +32,7 @@ uniform float emissive_brightness;
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vec2 encode_normal(vec3 n);
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vec3 decode_normal(vec2 enc);
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vec3 encode_diffuse(vec3 color);
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vec4 srgb_to_linear(vec4 cs);
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vec3 srgb_to_linear(vec3 cs);
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vec3 linear_to_srgb(vec3 cl);
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#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
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