Do not allow specvalue to be below 0.
Just in case it shouldnt be possible anyway.
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@ -14,6 +14,6 @@ vec3 getLightFactor(float specMapValue)
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vec3 DiffuseComponent = texture(DiffuseMap, tc).xyz;
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vec3 SpecularComponent = texture(SpecularMap, tc).xyz;
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float ao = texture(SSAO, tc).x;
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vec3 tmp = DiffuseComponent + SpecularComponent * specMapValue;
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vec3 tmp = DiffuseComponent + SpecularComponent * max(specMapValue, 0.);
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return tmp * ao;
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}
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