OpenGL2: Remove specular ambient.
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@@ -363,7 +363,7 @@ void main()
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reflectance = CalcDiffuse(diffuse.rgb, EH, NH, roughness);
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gl_FragColor.rgb = lightColor * reflectance * (attenuation * NL);
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gl_FragColor.rgb += ambientColor * (diffuse.rgb + specular.rgb);
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gl_FragColor.rgb += ambientColor * diffuse.rgb;
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#if defined(USE_CUBEMAP)
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reflectance = EnvironmentBRDF(roughness, NE, specular.rgb);
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