Today i finished the refactoring of the shaders, and now they support specular lights...well actually only the point ligths for now, tomorrow i'll extend it to directional.
I worked in the past with shaders in Unity, which are quite the same thing of glsl, and this helped a lot.
I have a major problem though: the specular light apparently exceed the bounding box of the light, which lead to a light "cut off" at a certain distance from the emission point.
I must understand how this will affect the dimension of the box, i'll think on it tomorrow.

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