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@@ -40,16 +40,7 @@ THREE.DeferredShaderChunk = {
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combine: [
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"vec3 light = lightIntensity * lightColor;",
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-
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- "if ( additiveSpecular < 0.0 ) {",
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-
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- "gl_FragColor = vec4( light * ( albedo * diffuse + specular ), attenuation );",
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-
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- "} else {",
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-
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- "gl_FragColor = vec4( light * albedo * ( diffuse + specular ), attenuation );",
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-
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- "}"
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+ "gl_FragColor = vec4( light * ( albedo * diffuse + specular ), attenuation );",
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].join("\n")
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