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@@ -99,6 +99,9 @@ void lightComputeDir(in vec3 worldPos, in vec4 color, in vec4 position, out vec4
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float lightComputeSpecular(in vec3 norm, in vec3 viewdir, in vec3 lightdir, in float shiny){
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float lightComputeSpecular(in vec3 norm, in vec3 viewdir, in vec3 lightdir, in float shiny){
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return pow(max(dot(H, norm), 0.0), shiny);
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return pow(max(dot(H, norm), 0.0), shiny);
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