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@@ -17,6 +17,7 @@ struct BlinnPhongMaterial {
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vec3 diffuseColor;
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vec3 specularColor;
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float specularShininess;
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+ float specularStrength;
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};
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void BlinnPhongMaterial_RE_DirectLight( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight directReflectedLight ) {
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@@ -25,8 +26,8 @@ void BlinnPhongMaterial_RE_DirectLight( const in IncidentLight directLight, cons
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directReflectedLight.diffuse += dotNL * directLight.color * BRDF_Diffuse_Lambert( material.diffuseColor );
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- directReflectedLight.specular += dotNL * directLight.color * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess );
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-
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+ directReflectedLight.specular += dotNL * directLight.color * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;
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+
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}
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#define Material_RE_DirectLight BlinnPhongMaterial_RE_DirectLight
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