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Specular/glossines/metalic mapping added to all fragment shaders
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@@ -15,6 +15,7 @@ void main()
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float dist2 = abs(x * x + y * y);
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if (dist2 > 0.5f * 0.5f)
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discard;
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// color data space is shared with normals, ugh
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vec4 color = vec4(pow(f_normal_raw.rgb, vec3(2.2)), 1.0f);
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#if POSTFX_ENABLED
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