GLSL: Make models respect iris adaption
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@ -94,7 +94,7 @@ varying vec3 light;
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void main ()
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{
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vec4 diffuse_f = texture2D(s_diffuse, tex_c);
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diffuse_f.rgb *= light;
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diffuse_f.rgb *= light * e_lmscale;
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#ifdef REFLECTCUBE
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vec3 cube_c;
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