Reflectance should now work as an inverse of the specular alpha value.
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@@ -169,8 +169,9 @@ void main()
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vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
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vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
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color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
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color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
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//float specularResult = (specularTexel.r + specularTexel.g + specularTexel.b)/3.0;
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float specularResult = (specularTexel.r + specularTexel.g + specularTexel.b)/3.0;
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//color_result = color_result * clamp(1/specularTexel, 0, 1)*2 + reflectionColor * clamp(specularTexel, 0, 1)/2;
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vec4 reflectionTotal = reflectionColor * (1-specularTexel.a) * color_result.a;
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color_result = color_result * clamp(1/specularTexel.a, 0, 1) + reflectionTotal;
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//vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
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//vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
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