use the computed value ambient_accum for ambient_light in scene_forward_mobile.glsl
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@ -1054,6 +1054,12 @@ void main() {
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if (reflection_accum.a > 0.0) {
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specular_light = reflection_accum.rgb / reflection_accum.a;
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}
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#if !defined(USE_LIGHTMAP)
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if (ambient_accum.a > 0.0) {
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ambient_light = ambient_accum.rgb / ambient_accum.a;
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}
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#endif
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} //Reflection probes
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// finalize ambient light here
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