DPSOFTRAST_Vector3Normalize(eyenormal);
specular = DPSOFTRAST_Vector3Dot(eyenormal, specularnormal);if (specular < 0.0f) specular = 0.0f;
- specular = pow(specular, 0.25f + SpecularPower * glosstex[3]);
}
else
{
DPSOFTRAST_Vector3Normalize(specularnormal);
specular = DPSOFTRAST_Vector3Dot(surfacenormal, specularnormal);if (specular < 0.0f) specular = 0.0f;
- specular = pow(specular, 1.0f + SpecularPower * glosstex[3]);
}
+ specular = pow(specular, 1.0f + SpecularPower * glosstex[3]);
if (thread->shader_permutation & SHADERPERMUTATION_GLOW)
{
DPSOFTRAST_Vector3Normalize(eyenormal);
specular = DPSOFTRAST_Vector3Dot(eyenormal, specularnormal);if (specular < 0.0f) specular = 0.0f;
- specular = pow(specular, 0.25f + SpecularPower * glosstex[3]);
}
else
{
DPSOFTRAST_Vector3Normalize(specularnormal);
specular = DPSOFTRAST_Vector3Dot(surfacenormal, specularnormal);if (specular < 0.0f) specular = 0.0f;
- specular = pow(specular, 1.0f + SpecularPower * glosstex[3]);
}
+ specular = pow(specular, 1.0f + SpecularPower * glosstex[3]);
if (thread->shader_permutation & SHADERPERMUTATION_CUBEFILTER)
{