Light source color is now mixed with material specular if material is non-metal, not mixed if metal. Looks like we can deprecate IOR this way.
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@ -392,7 +392,8 @@ void main(void)
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totalColor += (ambientColor * ambientLight + diffuseColor * diffuseLight) * kD;
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totalColor += (ambientColor * ambientLight + diffuseColor * diffuseLight) * kD;
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#if OOSTD_SPECULAR
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#if OOSTD_SPECULAR
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totalColor += mix(specularColor, gl_LightSource[1].specular, f0) * specularLight;
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vec3 magSpec = specularColor.rgb;
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totalColor += mix(specularColor, gl_LightSource[1].specular, 1.0 - clamp(length(magSpec), 0.0, 1.0)) * specularLight;
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#endif
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#endif
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