Fix splatting
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@ -46,5 +46,5 @@ void main() {
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splatting.b * detail2 +
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max(0., (1.0 - splatting.r - splatting.g - splatting.b)) * detail3;
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FragColor = vec4(getLightFactor(splatted.xyz, vec3(1.), 1.), 1.);
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FragColor = vec4(getLightFactor(splatted.xyz, vec3(1.), 0.), 1.);
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}
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