How can i blend diffuse texture with specular, which gL Blend function i should use and when. My specular lighting is based on special texture which has transparency. For now im just changing pixel brightness relative to alpha value and combine result with diffuse texture:
"texture(SH_MAP, TextureCoords).rgba * texture(SH_MAP, TextureCoords).a"
vec4 m_TotalColor = m_DiffuesColor + m_SpecularColor;
Is there a better way to achieve this using blending ?