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Fixes to light shaders, should work now..
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@@ -798,6 +798,13 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
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actions[VS::SHADER_SPATIAL].renames["SIDE"] = "side";
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actions[VS::SHADER_SPATIAL].renames["ALPHA_SCISSOR"] = "alpha_scissor";
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//for light
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actions[VS::SHADER_SPATIAL].renames["VIEW"] = "view";
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actions[VS::SHADER_SPATIAL].renames["LIGHT_COLOR"] = "light_color";
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actions[VS::SHADER_SPATIAL].renames["ATTENUATION"] = "attenuation";
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actions[VS::SHADER_SPATIAL].renames["DIFFUSE_LIGHT"] = "diffuse_light";
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actions[VS::SHADER_SPATIAL].renames["SPECULAR_LIGHT"] = "specular_light";
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actions[VS::SHADER_SPATIAL].usage_defines["TANGENT"] = "#define ENABLE_TANGENT_INTERP\n";
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actions[VS::SHADER_SPATIAL].usage_defines["BINORMAL"] = "@TANGENT";
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actions[VS::SHADER_SPATIAL].usage_defines["RIM"] = "#define LIGHT_USE_RIM\n";
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