Default shader small bug fix
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@ -336,17 +336,17 @@ void main(void)
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#define APPLY_MAPPED_EXPONENT exponent += 0.001
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#endif
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float f0 = 0.0f;
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// Calculate specular light
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#if OOSTD_SPECULAR
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vec4 specularLight = vec4(0);
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float exponent = gl_FrontMaterial.shininess;
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APPLY_MAPPED_EXPONENT;
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#if !OOSPECULAR_NEW_MODEL
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float f0 = 0.0f;
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specularLight += CalcSpecularLight(lightVector, eyeVector, exponent, normal, gl_LightSource[1].specular);
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#else
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float f0SqRt = ((1 - uIOR) / (1 + uIOR));
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float f0 = f0SqRt * f0SqRt;
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f0 = f0SqRt * f0SqRt;
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#if OOSPECULAR_NEW_MODEL_GGX
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float gloss = uGloss;
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#if OOSTD_SPECULAR_MAP
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