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NxH^16 approxamation in pixel shader

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Hi, I''m messing around with the shaders provided with the rendermonkey beta. In the bumpmapping effects group, there is an effect which calculates the specular component (NxH^k where k[0,64]) using an approximation. (instead of grabbing it from a lookup texture), by making this assumption: [NxH^2 -.75]*4 = NxH^16 I can''t seem to figure out where this approximation comes from. Is it a truncated taylor series of NxH^16 ? Any ideas would be appriciated. Thanks, Lucas

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