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@@ -336,7 +336,7 @@ lightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData,
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// Specular
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vec3 angleW = normalize(viewDirectionW + lightVectorW);
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float specComp = max(0., dot(vNormal, angleW));
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- specComp = pow(specComp, vSpecularColor.a);
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+ specComp = pow(specComp, max(1., vSpecularColor.a));
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result.diffuse = ndl * diffuseColor;
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result.specular = specComp * specularColor;
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