Update gbuffer.fs
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@ -14,7 +14,6 @@ in vec4 fragColor;
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uniform vec4 colDiffuse;
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uniform sampler2D texture0;
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uniform sampler2D texture1;
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void main() {
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// store the fragment position vector in the first gbuffer texture
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@ -24,5 +23,5 @@ void main() {
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// and the diffuse per-fragment color
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gAlbedoSpec.rgb = texture(texture0, fragTexCoord).rgb * colDiffuse.rgb;
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// store specular intensity in gAlbedoSpec's alpha component
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gAlbedoSpec.a = pow(texture(texture1, fragTexCoord).r*1.6,16.0);
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gAlbedoSpec.a = texture(texture0, fragTexCoord).a;
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}
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