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@@ -182,7 +182,10 @@ float lightComputeSpecular(in vec3 norm, in vec3 viewdir, in vec3 lightdir, in f
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vec2 computeLighting(in vec3 wvPos, in vec3 wvNorm, in vec3 wvViewDir, in vec3 wvLightDir){
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float diffuseFactor = lightComputeDiffuse(wvNorm, wvLightDir, wvViewDir);
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float specularFactor = lightComputeSpecular(wvNorm, wvViewDir, wvLightDir, m_Shininess);
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- specularFactor *= step(1.0, m_Shininess);
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+
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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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float att = vLightDir.w;
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