" // calculate directional shading\n"
" float3 eyevector = position * -1.0;\n"
"# ifdef USEEXACTSPECULARMATH\n"
-" half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), 0.25 + SpecularPower * normalmap.a));\n"
+" half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), 1.0 + SpecularPower * normalmap.a));\n"
"# else\n"
" half3 specularnormal = half3(normalize(lightnormal + half3(normalize(eyevector))));\n"
" half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * normalmap.a));\n"
" color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
"#ifdef USESPECULAR\n"
"#ifdef USEEXACTSPECULARMATH\n"
-" half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), 0.25 + SpecularPower * glosstex.a));\n"
+" half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), 1.0 + SpecularPower * glosstex.a));\n"
"#else\n"
" half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
" half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * glosstex.a));\n"
" half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
"# ifdef USESPECULAR\n"
"# ifdef USEEXACTSPECULARMATH\n"
-" half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), 0.25 + SpecularPower * glosstex.a));\n"
+" half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), 1.0 + SpecularPower * glosstex.a));\n"
"# else\n"
" half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
" half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * glosstex.a));\n"