Fix overflow
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@ -348,7 +348,7 @@ void _glPerformLighting(Vertex* vertices, const EyeSpaceData* es, const int32_t
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MS = (isSpecularCM) ? CM : MATERIAL.specular;
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}
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float final[3];
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float final[4];
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/* Initial, non-light related values */
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final[0] = (SCENE_AMBIENT[0] * MA[0]) + MATERIAL.emissive[0];
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