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Specular Mapping in the Lighting Equation

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I was wondering what is the correct lighting equation for use with specular mapping ? I'm using something like this but the specularity doesn't seem to be too correct :
 AmbientLight * DiffuseTexture
+DiffuseLight * DiffuseTexture
+SpecularLight* SpecularTexture.r;
Also, where's the best place to compute the half angle ? vertex or pixel shader ? [Edited by - cippyboy on March 19, 2008 8:04:28 AM]

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