Fixed normals nor averaging when at a corner.
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@@ -49,7 +49,7 @@ vec4 phong(vec3 position, vec3 normal, vec3 specular)
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float specularFactorSun = pow(dotSpecular, specularExponent);
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vec3 sIs = specular.r * SunSpecularLight * specularFactorSun;
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return vec4((sId), sIs.r);
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return vec4((sId + La), sIs.r);
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}
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void main()
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