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@ -187,7 +187,7 @@ void main()
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if (matSpec != vec3(0.0))
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{
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#if (!normalMap && !@parallax && !forcePPL)
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#if (!@normalMap && !@parallax && !@forcePPL)
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vec3 viewNormal = gl_NormalMatrix * normalize(passNormal);
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#endif
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gl_FragData[0].xyz += getSpecular(normalize(viewNormal), normalize(passViewPos.xyz), shininess, matSpec) * shadowing;
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