Shader fixes
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@@ -279,7 +279,6 @@ fun deferred_light_frag(input: vert_out): float4 {
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// if (matid == uint(1)) { // Emission
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if (matid == uint(1.0)) { // Emission
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//color.rgb += g1.rgb; // materialid
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color.rgb = color.rgb + g1.rgb; // materialid
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albedo = float3(0.0, 0.0, 0.0);
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}
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