Original Post
Hi, when looking through implementations of specular reflection I usually find to ways to handle it: The HalfAngle approach calculates the HalfAngle (EyeDir + LightDir) and then dot(HalfAngle, Normal). The Reflection approach calculates the Reflection Vector reflect(LightDir, Normal) and then dot(Reflection, EyeDir). Which one is better? :) And why / how? thank you