Don't out a interpolated color change
It will should be determined by colorization mask in fragment shader
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@ -30,7 +30,7 @@ in vec4 misc_data;
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out vec3 nor;
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out vec2 uv;
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out vec2 color_change;
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flat out vec2 color_change;
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#ifdef Use_Bindless_Texture
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flat out sampler2D handle;
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flat out sampler2D secondhandle;
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@ -14,7 +14,7 @@ flat in sampler2D thirdhandle;
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#endif
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in vec3 nor;
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in vec2 uv;
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in vec2 color_change;
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flat in vec2 color_change;
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out vec4 FragColor;
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#stk_include "utils/getLightFactor.frag"
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@ -39,7 +39,7 @@ out vec3 bitangent;
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out vec2 uv;
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out vec2 uv_bis;
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out vec4 color;
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out vec2 color_change;
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flat out vec2 color_change;
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#ifdef Use_Bindless_Texture
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flat out sampler2D handle;
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flat out sampler2D secondhandle;
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@ -12,7 +12,7 @@ flat in sampler2D thirdhandle;
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in vec2 uv;
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in vec4 color;
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in vec2 color_change;
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flat in vec2 color_change;
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out vec4 FragColor;
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#stk_include "utils/getLightFactor.frag"
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@ -11,7 +11,7 @@ flat in sampler2D thirdhandle;
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#endif
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in vec2 uv;
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in vec4 color;
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in vec2 color_change;
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flat in vec2 color_change;
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out vec4 FragColor;
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#stk_include "utils/getLightFactor.frag"
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@ -39,7 +39,7 @@ out vec3 tangent;
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out vec3 bitangent;
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out vec2 uv;
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out vec4 color;
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out vec2 color_change;
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flat out vec2 color_change;
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#ifdef Use_Bindless_Texture
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flat out sampler2D handle;
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flat out sampler2D secondhandle;
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