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Specular/glossines/metalic mapping added to all fragment shaders
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@@ -43,6 +43,7 @@ vec3 apply_lights_sunless(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, fl
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float diffuseamount = (sunlight.x * param[1].x) * lights[0].intensity;
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fragcolor += envcolor * reflectivity;
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float specularamount = (sunlight.y * param[1].y * specularity) * lights[0].intensity;
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glossiness = abs(param[1].w);
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for (uint i = 1U; i < lights_count; i++)
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{
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