Update shaders
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@@ -57,15 +57,14 @@ struct OutputData
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[entry(frag)]
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fn main(input: InputData) -> OutputData
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{
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let output: OutputData;
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let textureColor = select_opt(HAS_DIFFUSE_TEXTURE, MaterialDiffuseMap.Sample(input.vertUV) * settings.DiffuseColor, settings.DiffuseColor);
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let alpha = select_opt(HAS_ALPHA_TEXTURE, MaterialAlphaMap.Sample(input.vertUV).x * textureColor.w, 1.0);
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/*if ((select_opt(ALPHA_TEST, var0.w < settings.AlphaThreshold, false)) == (true))
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{
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discard;
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}*/
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let output: OutputData;
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output.diffuseMap = textureColor;
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output.normalMap = vec4<f32>((vec3<f32>(1.0, 1.0, 1.0) + input.vertNormal) * 0.5, 1.0);
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output.positionMap = vec4<f32>(input.vertPos, 1.0);
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