small fix to specular lightning
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@ -35,7 +35,7 @@ void main(void)
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vec3 diffuse = Kd * Ld * max(dot(L, N), 0.0);
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vec3 ambient = Ka * La;
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vec3 specular = Ks * Ls * pow(max(dot(L, N), 0.0), 50.0);
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vec3 specular = Ks * Ls * pow(max(dot(R, V), 0.0), 50.0);
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f_color = diffuse + ambient + specular;
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gl_Position = mvp * vec4(coord3d, 1.0f);
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