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Specular uses the same 8-bit factor expansion as diffuse, and attenuation (with the spot factor) is a second 8-bit factor applied after it, also to ambient. Exact on gpu/probe exp63 for specular, 99.5% for point lights (the attenuation's own precision is not matched). Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
To get to 100% compatibility, we will need a software renderer as there are games out there that do tricks that can't really be faked in a sensible way. Useful for homebrew too that mix sw and accel rendering.