Minor tweak with transluscent material
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@@ -48,6 +48,6 @@ void main(void)
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float scattering = mix(fPowEdotL, fLdotNBack, .5);
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vec3 LightFactor = color.xyz * (scattering * 0.3) + getLightFactor(color.xyz, vec3(1.), specmap);
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vec3 LightFactor = color.xyz * (scattering * 0.1) + getLightFactor(color.xyz, vec3(1.), specmap);
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FragColor = vec4(LightFactor, 1.);
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}
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