better reflection
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@ -70,7 +70,7 @@ vec4 invdepth = 1.0 - wdepth;
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//calculate specular highlight
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//calculate specular highlight
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vec4 vRef = normalize(reflect(lightTS, vNorm));
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vec4 vRef = normalize(reflect(lightTS, vNorm));
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float stemp =max(0.0, dot(viewt, vRef)*tan(0.79));
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float stemp =max(0.0, dot(viewt, vRef)*tan(0.788));
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stemp = pow(stemp, exponent);
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stemp = pow(stemp, exponent);
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vec4 specular = vec4(stemp);
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vec4 specular = vec4(stemp);
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