update
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@@ -25,6 +25,6 @@ void main() {
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float spec = pow(max(dot(view_direction_norm, reflect_dir), 0.0), 32);
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vec3 specular = specular_strength * spec * light_color;
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vec3 result = (ambient + diffuse + specular) * solid_color;
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vec3 result = specular * (solid_color + 2 * light_color) / 2 + (ambient + diffuse) * solid_color;
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frag_color = vec4(result, 1.0);
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}
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