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Remove fixed shading check from specular.
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@ -232,7 +232,7 @@ void main()
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finalData.rgb *= lightIntensity;
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finalData.rgb *= lightIntensity;
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// for now assume fixed shading doesn't work with specular
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// for now assume fixed shading doesn't work with specular
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if (specularEnabled && !fixedShading) {
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if (specularEnabled) {
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float exponent, NdotL, specularFactor;
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float exponent, NdotL, specularFactor;
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vec4 biasIndex, expIndex, multIndex;
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vec4 biasIndex, expIndex, multIndex;
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