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