Do not attenuate specular map with diffuse map trasnparency.
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@@ -700,7 +700,7 @@ void main()
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col.rgb += light.rgb;
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glare = min(glare, 1.0) * diffcol.a;
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glare = min(glare, 1.0)/* * diffcol.a*/;
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float al = max(diffcol.a,glare)*vertex_color.a;
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//convert to gamma space for display on screen
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