Fix fragment shader.
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@@ -208,7 +208,7 @@ static void Init (void)
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" // Compute dot product of light direction and normal vector\n"
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" float dotProd = max (dot (lightPos, normalize (normal)), 0.0);\n"
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" // Compute diffuse and specular contributions\n"
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#if 0
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#if 1
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" gl_FragColor = diffuse * dotProd + specular * pow (dotProd, 20.0);\n"
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#elif 1 /* test IF/ELSE/ENDIF */
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" if (normal.y > 0.0) { \n"
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