Make Normal mapping and specular lighting less pronounced
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@@ -124,7 +124,7 @@ vec3 directionalLightContribution(DirectionalLight light, vec3 normal, vec3 view
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vec3 lightDir = normalize(-v_lightDirectionTangent);
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vec3 diffuseColor = light.color;
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vec3 specularColor = light.color;
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vec3 specularColor = light.color * 0.5f;
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vec3 ambientColor = light.color * 0.002f;
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vec3 ambient, diffuse, specular;
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@@ -146,7 +146,7 @@ vec3 pointLightContribution(PointLight light, vec3 normal, vec3 fragPos, vec3 vi
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vec3 lightDir = normalize(v_lightPositionTangent0 - fragPos);
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vec3 diffuseColor = light.color;
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vec3 specularColor = light.color;
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vec3 specularColor = light.color * 0.5f;
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vec3 ambientColor = light.color * 0.002f;
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vec3 ambient, diffuse, specular;
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