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Fixed too weak specular with HDR
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2 changed files with 2 additions and 2 deletions
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@ -124,7 +124,7 @@ void main( PS_IN fragment, out PS_OUT result )
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const float roughness = 1.0 - glossiness;
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half3 diffuseColor = diffuseMap;
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half3 specularColor = specMap.rgb;
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half3 specularColor = specMapSRGB.rgb; // RB: should be linear but it looks too flat
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#endif
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@ -305,7 +305,7 @@ void main( PS_IN fragment, out PS_OUT result )
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const float roughness = 1.0 - glossiness;
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half3 diffuseColor = diffuseMap;
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half3 specularColor = specMap.rgb;
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half3 specularColor = specMapSRGB.rgb; // RB: should be linear but it looks too flat
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#endif
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