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The lighting parameters such as the diffuse and ambient colors were previously only flushed in the fixed vertend. This meant that if a vertex shader was used then they would not be set. The lighting parameters are uniforms which are just as useful in a fragment shader so it doesn't really make sense to set them in the vertend. They are now flushed in the common cogl-pipeline-opengl code but the code is #ifdef'd for GLES2 because they need to be part of the progend in that case.
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