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Fix shader compilation with render_mode: specular_phong
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@ -238,7 +238,11 @@ void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float attenuation,
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#elif defined(SPECULAR_PHONG)
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vec3 R = normalize(-reflect(L, N));
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#ifdef USE_SOFT_SHADOWS
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float cRdotV = clamp(A + dot(R, V), 0.0, 1.0);
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#else
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float cRdotV = clamp(dot(R, V), 0.0, 1.0);
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#endif
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float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
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float phong = pow(cRdotV, shininess);
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phong *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
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