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Shiny Daggers

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Just a quick update, as today is my day off, after all. I added specularity to the entities & characters.

Right now it's just a per-vertex reflection vector into a cubemap, then modulated with a per-material reflection term, and the alpha channel of the diffuse texture for a gloss mask.

Next is to add the ambient occlusion term so it doesn't look so shiny when in a darker area.

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