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fix flashlight specular with forward rendered stuff. add settings for flashlight brightness and brightness falloff
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@ -392,7 +392,7 @@ vec3 specularReflections(
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specularReflections += lightSourceReflection;
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#endif
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#if defined FLASHLIGHT_SPECULAR
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#if defined FLASHLIGHT_SPECULAR && (defined DEFERRED_SPECULAR || defined FORWARD_SPECULAR)
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vec3 flashLightReflection = vec3(FLASHLIGHT_R,FLASHLIGHT_G,FLASHLIGHT_B) * flashLight_stuff.a * GGX(normal, -flashLight_stuff.xyz, -flashLight_stuff.xyz, roughness, reflectance, metalAlbedoTint);
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specularReflections += flashLightReflection;
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#endif
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