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Actually use specular shininess parameter instead of hardcoded value.
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@ -78,5 +78,5 @@ vec3 getSpecular(vec3 viewNormal, vec3 viewDirection, float shininess, vec3 matS
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if (NdotL < 0.0)
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if (NdotL < 0.0)
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return vec3(0.,0.,0.);
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return vec3(0.,0.,0.);
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vec3 halfVec = normalize(lightDir - viewDirection);
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vec3 halfVec = normalize(lightDir - viewDirection);
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return pow(max(dot(viewNormal, halfVec), 0.0), 128.) * gl_LightSource[0].specular.xyz * matSpec;
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return pow(max(dot(viewNormal, halfVec), 0.0), shininess) * gl_LightSource[0].specular.xyz * matSpec;
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}
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}
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