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softgpu: Fix specular lighting (or rather, the dumb code that always threw away the result).
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@ -107,7 +107,7 @@ void Process(VertexData& vertex)
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float k = getFloat24(gstate.materialspecularcoef&0xFFFFFF);
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specular_factor = pow(specular_factor, k);
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/*if (specular_factor > 0.f)*/ {
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if (specular_factor > 0.f) {
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specular_color.r() += att * spot * lsc.r() * msc.r() * specular_factor / 255;
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specular_color.g() += att * spot * lsc.g() * msc.g() * specular_factor / 255;
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specular_color.b() += att * spot * lsc.b() * msc.b() * specular_factor / 255;
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@ -119,7 +119,7 @@ void Process(VertexData& vertex)
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vertex.color0.g() = final_color.g();
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vertex.color0.b() = final_color.b();
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if (!gstate.isUsingSecondaryColor())
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if (gstate.isUsingSecondaryColor())
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{
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vertex.color1 = specular_color;
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} else {
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