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@ -1063,9 +1063,9 @@ static const char* LightingVPFragmentSpecular_Begin=
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# Compute vertex-to-eye vector normed. \n\
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# Compute vertex-to-eye vector normed. \n\
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ADD R4, c[CTS+11], -R5; \n\
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ADD R4, c[CTS+11], -R5; \n\
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DP3 R4.w, R4, R4; \n\
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DP3 R1.w, R4, R4; \n\
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RSQ R4.w, R4.w; \n\
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RSQ R1.w, R1.w; \n\
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MUL R4, R4, R4.w; \n\
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MUL R4, R4, R1.w; \n\
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# Diffuse-Specular Sun \n\
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# Diffuse-Specular Sun \n\
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# Compute R1= halfAngleVector= (lightDir+R4).normed(). \n\
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# Compute R1= halfAngleVector= (lightDir+R4).normed(). \n\
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