Calculate specular lighting correctly
Since the lighting calculations are done in object space, the vector
from the object to the viewer also needs to be transformed to object
space.
diff --git a/include/private/opengles/gl_context.h b/include/private/opengles/gl_context.h
index 523aed0..67c2dd8 100644
--- a/include/private/opengles/gl_context.h
+++ b/include/private/opengles/gl_context.h
@@ -287,6 +287,7 @@
vec4_t normalizedObjPosition;
vec4_t spotDir;
vec4_t normalizedSpotDir;
+ vec4_t objViewer;
GLfixed spotExp;
GLfixed spotCutoff;
GLfixed spotCutoffCosine;