Specular maps working.
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@@ -19,7 +19,7 @@ in VertexData
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out vec4 frag_Diffuse;
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out vec4 frag_Position;
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out vec4 frag_Normal;
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out vec4 frag_specular;
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out vec4 frag_Specular;
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float Shadow(vec4 ShadowCoord)
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{
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@@ -51,5 +51,5 @@ void main()
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//frag_Normal = vec4(Input.Normal, 0.0);
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//G-buffer Specular
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frag_specular = texture(SpecularMapTexture, Input.TextureCoord);
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frag_Specular = texture(SpecularMapTexture, Input.TextureCoord);
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}
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