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Specular/glossines/metalic mapping added to all fragment shaders
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@@ -59,6 +59,7 @@ void main()
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vec3 fragnormal = normalize(f_tbn * normalize(normal.xyz));
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float reflectivity = param[1].z * texture(normalmap, texture_coords ).a;
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float specularity = 1.0;
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glossiness = abs(param[1].w);
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fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone);
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