opengl.shaders: Use unified lighting and texturing 'snippets' for fragment shaders.
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@@ -115,8 +115,11 @@ is
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white_Texture := openGL.Texture.Forge.to_Texture (white_Image);
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vertex_Shader .define (Shader.Vertex, "assets/opengl/shader/lit_textured_skinned.vert");
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fragment_Shader.define (Shader.Fragment, "assets/opengl/shader/lit_textured_skinned.frag");
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-- fragment_Shader.define (Shader.Fragment, "assets/opengl/shader/lit_textured_skinned.frag");
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fragment_Shader.define (Shader.Fragment, (asset_Names' (1 => to_Asset ("assets/opengl/shader/version.header"),
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2 => to_Asset ("assets/opengl/shader/lighting-frag.snippet"),
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3 => to_Asset ("assets/opengl/shader/texturing-frag.snippet"),
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4 => to_Asset ("assets/opengl/shader/lit_textured.frag"))));
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the_Program.define ( vertex_Shader'Access,
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fragment_Shader'Access);
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the_Program.enable;
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