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Make the material shaders physically based
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@@ -42,7 +42,7 @@ void main()
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vec3 fragnormal = normalize(f_normal);
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float reflectivity = param[1].z * texture(reflmap, f_coord).a;
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float specularity = (tex_color.r + tex_color.g + tex_color.b) * 0.5;
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glossiness = abs(param[1].w);
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legacy_gloss();
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fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, 0.0, shadow_tone);
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