> Actualy it makes assumptions about the lighting scheme used, and it
> "boosts" the visible reflection of the sun using a texture instead 
> of the light's specular in the specular pass.
> That gets to be less aparent in the Rembrandt specular pass.(That
> would be easily converted by using the sun position, but we don't 
> have that in the geometry pass :( )
> One other issue that needs to be investigated is the changing
> specular position related to camera direction in Rembrandt (the 
> leads to the ugly black banding in other objects too). It's 
> visible on any object at certain surface to camera angle.

I pushed a different way to encode normals, with a shader to 
collect utility functions (see normal_encode and normal_decode in
gbuffer-functions.frag). That may improve the banding.

Regards,
-Fred

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