Fix missing specular regression
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@@ -1,7 +1,7 @@
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// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
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// Diffuse-only lighting
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#define NO_SPECULAR
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#define NO_SPECULAR 1
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#include "./Flax/Common.hlsl"
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#include "./Flax/Math.hlsl"
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@@ -5,6 +5,10 @@
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#include "./Flax/LightingCommon.hlsl"
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#ifndef NO_SPECULAR
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#define NO_SPECULAR 0
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#endif
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ShadowData GetShadow(LightData lightData, GBufferSample gBuffer, float4 shadowMask)
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{
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ShadowData shadow;
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@@ -24,7 +28,7 @@ LightingData StandardShading(GBufferSample gBuffer, float energy, float3 L, floa
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LightingData lighting;
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lighting.Diffuse = Diffuse_Lambert(diffuseColor);
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#if defined(NO_SPECULAR)
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#if NO_SPECULAR
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lighting.Specular = 0;
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#else
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float3 specularColor = GetSpecularColor(gBuffer);
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