Fix implicit conversion from vec4 to vec3 in material animation shader
ATI doesn't like it. Author: Tim Moore <timoore@redhat.com>
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@ -24,7 +24,7 @@ void main()
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halfV = normalize(halfVector);
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NdotHV = max(dot(n, halfV), 0.0);
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if (gl_FrontMaterial.shininess > 0.0)
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specular.rgb = (matSpecular
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specular.rgb = (matSpecular.rgb
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* gl_LightSource[0].specular.rgb
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* pow(NdotHV, gl_FrontMaterial.shininess));
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}
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