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@@ -126,6 +126,10 @@ vec2 computeLighting(in vec3 wvNorm, in vec3 wvViewDir, in vec3 wvLightDir){
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float att = vLightDir.w;
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float att = vLightDir.w;
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#endif
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#endif
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+ if (m_Shininess <= 1.0) {
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+ specularFactor = 0.0; // should be one instruction on most cards ..
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+ }
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+
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specularFactor *= diffuseFactor;
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specularFactor *= diffuseFactor;
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return vec2(diffuseFactor, specularFactor) * vec2(att);
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return vec2(diffuseFactor, specularFactor) * vec2(att);
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