GPU: Correct specular exponent zero.
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4 changed files with 22 additions and 7 deletions
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@ -125,7 +125,7 @@ void Process(VertexData& vertex, bool hasColor) {
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float specular_factor = Dot(H.Normalized(), vertex.worldnormal);
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float k = gstate.getMaterialSpecularCoef();
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specular_factor = pow(specular_factor, k);
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specular_factor = pspLightPow(specular_factor, k);
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if (specular_factor > 0.f) {
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specular_color += lsc * msc * specular_factor * att * spot;
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