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- Reduce specular level
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@ -259,7 +259,7 @@ vec2 pointLightAttenuation(vec4 lightpos, float lightcolorA)
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//return vec2(attenuation * diffuseAmount, 0.0);
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// Specular mode:
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float specularAmount = blinnSpecularContribution(diffuseAmount, lightDirection, pixelnormal, 10.0, 0.3);
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float specularAmount = blinnSpecularContribution(diffuseAmount, lightDirection, pixelnormal, 10.0, 0.12);
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return vec2(diffuseAmount, specularAmount) * attenuation;
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}
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}
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