Fix T45693: Fix for using 4-component vector as 3 component in osd shader
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@@ -249,8 +249,8 @@ void main()
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vec3 h = normalize(l + vec3(0, 0, 1));
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float d = max(0.0, dot(N, l));
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float s = pow(max(0.0, dot(N, h)), shininess);
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L_diffuse += d * lightSource[i].diffuse;
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L_specular += s * lightSource[i].specular;
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L_diffuse += d * lightSource[i].diffuse.rgb;
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L_specular += s * lightSource[i].specular.rgb;
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}
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#else /* USE_COLOR_MATERIAL */
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vec3 varying_position = inpt.v.position.xyz;
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