/** * @file lightSpecularV.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ // All lights, no specular highlights vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol); vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol) { return sumLightsSpecular(pos, norm, color, specularColor, baseCol); }