Fix gles3 shader to actually multiply specular light by rev_amount for fog calculations.
(cherry picked from commit f39d14dd61
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@ -2107,10 +2107,9 @@ FRAGMENT_SHADER_CODE
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emission = emission * rev_amount + fog_color * fog_amount;
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ambient_light*=rev_amount;
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specular_light*rev_amount;
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diffuse_light*=rev_amount;
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ambient_light *= rev_amount;
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specular_light *= rev_amount;
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diffuse_light *= rev_amount;
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}
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#ifdef USE_MULTIPLE_RENDER_TARGETS
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