Remove all bump mapping and parallax occlusion related code.
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@@ -9,7 +9,6 @@ varying vec3 vPosition;
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varying vec3 worldPosition;
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varying vec3 eyeVec;
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varying vec3 lightVec;
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varying float vIDiff;
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const float e = 2.718281828459;
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@@ -33,10 +32,6 @@ void main(void)
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vPosition = gl_Position.xyz;
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vNormal = gl_Normal;
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worldPosition = (mWorld * gl_Vertex).xyz;
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vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
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lightVec = sunPosition - worldPosition;
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eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz;
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#if (MATERIAL_TYPE == TILE_MATERIAL_PLAIN) || (MATERIAL_TYPE == TILE_MATERIAL_PLAIN_ALPHA)
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