some shader work and improved mantle feel
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@@ -185,7 +185,7 @@ void fragment() {
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}
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void light() {
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float lambert = dot(NORMAL, LIGHT);
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float halfLambert = pow(lambert*0.5 + 0.5, 2);
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DIFFUSE_LIGHT = halfLambert * ATTENUATION * LIGHT_COLOR / PI;
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float lambert = clamp(dot(NORMAL, LIGHT), 0.0, 1.0);
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float halfLambert = pow(lambert*0.5 + 0.5, 5);
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DIFFUSE_LIGHT += halfLambert * ATTENUATION * LIGHT_COLOR / PI;
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}
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