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@@ -174,7 +174,7 @@ void light_compute(vec3 N, vec3 L,vec3 V, vec3 light_color, float roughness, ino
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vec3 H = normalize(V + L);
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vec3 H = normalize(V + L);
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float dotNH = max(dot(N,H), 0.0 );
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float dotNH = max(dot(N,H), 0.0 );
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- float intensity = pow( dotNH, (1.0-roughness) * 256.0);
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+ float intensity = (roughness >= 1.0 ? 1.0 : pow( dotNH, (1.0-roughness) * 256.0));
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specular += light_color * intensity;
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specular += light_color * intensity;
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}
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}
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