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@@ -64,7 +64,7 @@ fragment =
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highp vec3 viewVector = normalize(u_viewPosition - v_vertex);
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highp float NdotR = clamp(dot(viewVector, reflectedLight), 0.0, 1.0);
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finalColor += pow(NdotR, u_shininess) * u_specularColor;
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- if (v_vertex.y < 0.0)
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+ if (v_vertex.y <= 0.0)
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{
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finalColor.rgb = vec3(1.0, 1.0, 1.0) - finalColor.rgb;
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}
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@@ -144,7 +144,7 @@ fragment41core =
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finalColor += pow(NdotR, u_shininess) * u_specularColor;
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frag_color = finalColor;
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- if (v_vertex.y < 0.0)
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+ if (v_vertex.y <= 0.0)
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{
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frag_color.rgb = vec3(1.0, 1.0, 1.0) - frag_color.rgb;
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}
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