What would cause this grayscaled backside?When my camera is behind my model I see a grayscale specular highlight. However, in front of it is perfectly fine. Here's my shading code. (Software rendering)  // diffuse cosines  float diffVal1 = MathHelper::Dot(n1, dirLight);  float diffVal2 = MathHelper::Dot(n2, dirLight);  float diffVal3 = MathHelper::Dot(n3, dirLight);  // Get the specular shade  // Reflectance vectors  float3 r1 = dirLight - n1 * 2 * diffVal1;  float3 r2 = dirLight - n2 * 2 * diffVal2;  float3 r3 = dirLight - n3 * 2 * diffVal3;  float spec1 = pow(MathHelper::Dot(r1, cam->GetViewDir()), mesh->mat->specularShine);      float spec2 = pow(MathHelper::Dot(r2, cam->GetViewDir()), mesh->mat->specularShine);  float spec3 = pow(MathHelper::Dot(r3, cam->GetViewDir()), mesh->mat->specularShine);  Color col1 = mesh->mat->diffuse * Utility::Saturate(diff1) + mesh->mat->specular * Utility::Saturate(spec1) + mesh->mat->ambient;  Color col2 = mesh->mat->diffuse * Utility::Saturate(diff2) + mesh->mat->specular * Utility::Saturate(spec2) + mesh->mat->ambient;  Color col3 = mesh->mat->diffuse * Utility::Saturate(diff3) + mesh->mat->specular * Utility::Saturate(spec3) + mesh->mat->ambient);  DrawBaryTriangle(screen, triangle, col1, col2, col3);It's simply Diffuse Color * Sat(diffuseVal) + Specular Color * Sat(specularVal) + Ambient ColorWhere Sat clamps any color values to [0, 255] and any scalars [0, 1].
Specular Highlight Gray When Behind Model
rendering;shader;lighting