Bring specular behavior back in line with LL viewer.
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@@ -1598,7 +1598,7 @@ void LLDrawPoolAvatar::renderRigged(LLVOAvatar* avatar, U32 type, bool glow)
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gGL.getTexUnit(specular_channel)->bind(face->getTexture(LLRender::SPECULAR_MAP));
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LLColor4 col = mat->getSpecularLightColor();
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F32 spec = llmax(0.0001f, mat->getSpecularLightExponent() / 255.f);
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F32 spec = llmax(0.0000f, mat->getSpecularLightExponent() / 255.f);
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F32 env = mat->getEnvironmentIntensity()/255.f;
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