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Replace hardcoded specular multipliers with uLightColor * uSpecularIntensity uniforms in all 4 world shaders (terrain, WMO, M2, character), set HDR sun color (1.5, 1.4, 1.3) and specular intensity 0.5 so highlights can exceed 1.0, and switch the post-process pass from passthrough to exposure-compensated Reinhard (exposure=1.8) for soft highlight roll-off without clipping. |
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