Style: Fix formatting in GLES2 shaders
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@ -73,8 +73,6 @@ void main() {
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vec4 outvec = vec4(vertex.xy, 0.0, 1.0);
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uv_interp = uv_attrib;
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#endif
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{
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@ -1091,7 +1091,6 @@ void light_compute(
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inout vec3 diffuse_light,
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inout vec3 specular_light) {
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//this makes lights behave closer to linear, but then addition of lights looks bad
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//better left disabled
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