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FIx the highlight issue, the gloss 2 is actually roughnees to the power of 4
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@ -85,7 +85,7 @@ void main(void) {
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vec3 fragEyeDir = normalize(fragEyeVector.xyz);
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// COmpute the rougness into gloss2 once:
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float fragGloss2 = pow(frag.roughness + 0.001, 2.0);
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float fragGloss2 = pow(frag.roughness + 0.001, 4.0);
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bool withScattering = (frag.scattering * isScatteringEnabled() > 0.0);
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int numLightTouching = 0;
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