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clamp normal before encoding
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@@ -550,7 +550,7 @@ void main() {
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specularData.b = SpecularTex.b;
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#endif
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vec4 otherData = vec4(viewToWorld(FlatNormals) * 0.5 + 0.5, VanillaAO);
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vec4 otherData = clamp(vec4(viewToWorld(FlatNormals) * 0.5 + 0.5, VanillaAO),0.0,1.0);
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gl_FragData[1] = vec4(
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encodeVec2(specularData.x, otherData.x),
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