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Don't add the specular alpha in the model fragment shaders.
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2 changed files with 2 additions and 2 deletions
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@ -25,5 +25,5 @@ void main(void) {
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// modulate texture by base color and add specular contribution
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gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) +
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pow(specular, gl_FrontMaterial.shininess) * gl_FrontLightProduct[0].specular;
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vec4(pow(specular, gl_FrontMaterial.shininess) * gl_FrontLightProduct[0].specular.rgb, 0.0);
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}
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@ -37,5 +37,5 @@ void main(void) {
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// modulate texture by base color and add specular contribution
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gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) +
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pow(specular, gl_FrontMaterial.shininess) * gl_FrontLightProduct[0].specular;
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vec4(pow(specular, gl_FrontMaterial.shininess) * gl_FrontLightProduct[0].specular.rgb, 0.0);
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}
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