@@ -1280,10 +1280,6 @@ vec3 surfaceEmissiveColor = vEmissiveColor;
vec3 finalSpecular = vec3(0.0);
#endif
-#ifdef OVERLOADEDSHADOWVALUES
- finalSpecular = mix(finalSpecular, vec3(0.0), (1.0 - vOverloadedShadowIntensity.y));
-#endif
-
#ifdef SPECULAROVERALPHA
alpha = clamp(alpha + dot(finalSpecular, vec3(0.3, 0.59, 0.11)), 0., 1.);