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@@ -477,9 +477,6 @@ THREE.ShaderDeferred = {
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// specular
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// specular
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- //"const float shininess = SHININESS;",
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- //"const float specularIntensity = SPECULAR_INTENSITY;",
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-
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"vec3 halfVector = normalize( lightDir - normalize( viewPos.xyz ) );",
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"vec3 halfVector = normalize( lightDir - normalize( viewPos.xyz ) );",
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"float dotNormalHalf = max( dot( normal, halfVector ), 0.0 );",
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"float dotNormalHalf = max( dot( normal, halfVector ), 0.0 );",
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@@ -489,8 +486,6 @@ THREE.ShaderDeferred = {
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// physically based specular
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// physically based specular
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- //"vec3 specularColor = specularIntensity * vec3( 1.0 );",
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-
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"float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
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"float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
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"vec3 schlick = specularColor + vec3( 1.0 - specularColor ) * pow( 1.0 - dot( lightDir, halfVector ), 5.0 );",
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"vec3 schlick = specularColor + vec3( 1.0 - specularColor ) * pow( 1.0 - dot( lightDir, halfVector ), 5.0 );",
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