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Make the material shaders physically based
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@@ -62,6 +62,7 @@ void main()
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float reflblend = (normal_map.a + detailnormal_map.a);
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float reflectivity = reflblend > 1.0 ? param[1].z * 1.0 : param[1].z * reflblend;
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float specularity = (tex_color.r + tex_color.g + tex_color.b) * 0.5;
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legacy_gloss();
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fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone);
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vec4 color = vec4(apply_fog(fragcolor), tex_color.a * alpha_mult);
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