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[Phong Shading] Is this alright?

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I wrote nvidia assembly shader of phong shading. But it seemed it has two problems, specular position(light position is alright) and specular radius(I don't know correct terminology) Here are screenshots. This is correct result? (because halfway implementation is a kind of approximation)

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I resolved this problem.
This is correct result.

If I use state.light[0].half for halfway vector instead of correctly computed halfway vector,
specular is almost same as the fixed pipeline except the details.

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