minor optimization to lighting formula
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@ -830,9 +830,9 @@ void gfx3d_glNormal(unsigned long v)
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for(c = 0; c < 3; c++)
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{
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vertexColor[c] += ((specular[c] * _lightColor[c] * shininessLevel) / 31.0f);
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vertexColor[c] += ((diffuse[c] * _lightColor[c] * diffuseLevel) / 31.0f);
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vertexColor[c] += ((ambient[c] * _lightColor[c]) / 31.0f);
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vertexColor[c] += (((specular[c] * _lightColor[c] * shininessLevel)
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+ (diffuse[c] * _lightColor[c] * diffuseLevel)
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+ (ambient[c] * _lightColor[c])) / 31.0f);
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}
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}
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}
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