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- vec3 halfAngle = normalize(cameraDir + lightDir);
- vec3 specularColor = min(lightColor[i] + 0.5, 1.0);
- float specularDot = dot(normal, halfAngle);
- specular += specularColor * pow(clamp(specularDot, 0.0, 1.0), 16.0) * distFactor;
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