Multiply vertex lit DirectionalLights by albedo in GLES3
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@ -2159,12 +2159,13 @@ FRAGMENT_SHADER_CODE
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#endif //#USE_LIGHT_DIRECTIONAL
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#endif //#USE_LIGHT_DIRECTIONAL
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#ifdef USE_VERTEX_LIGHTING
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diffuse_light *= albedo;
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#endif
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#ifdef USE_FORWARD_LIGHTING
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#ifdef USE_FORWARD_LIGHTING
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#ifdef USE_VERTEX_LIGHTING
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#ifndef USE_VERTEX_LIGHTING
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diffuse_light *= albedo;
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#else
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for (int i = 0; i < omni_light_count; i++) {
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for (int i = 0; i < omni_light_count; i++) {
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light_process_omni(omni_light_indices[i], vertex, eye_vec, normal, binormal, tangent, albedo, transmission, roughness, metallic, specular, rim, rim_tint, clearcoat, clearcoat_gloss, anisotropy, specular_blob_intensity, diffuse_light, specular_light, alpha);
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light_process_omni(omni_light_indices[i], vertex, eye_vec, normal, binormal, tangent, albedo, transmission, roughness, metallic, specular, rim, rim_tint, clearcoat, clearcoat_gloss, anisotropy, specular_blob_intensity, diffuse_light, specular_light, alpha);
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