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2D must consider brightmaps.
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@ -504,7 +504,7 @@ void main()
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case 4: // simple 2D (reuses a uniform for the special colormap for the color overlay.)
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{
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frag = frag * vColor;
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frag = frag * ProcessLight(vColor);
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frag.rgb = frag.rgb + uFixedColormapStart.rgb;
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break;
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}
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