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@@ -1,6 +1,6 @@
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#version 100
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-precision mediump float;
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+precision highp float;
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#define MAX_LIGHTS 4
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#define LIGHT_DIRECTIONAL 0
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@@ -17,12 +17,12 @@ struct Light {
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};
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// Input vertex attributes (from vertex shader)
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-varying in vec3 fragPosition;
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-varying in vec2 fragTexCoord;
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-varying in vec4 fragColor;
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-varying in vec3 fragNormal;
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-varying in vec4 shadowPos;
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-varying in mat3 TBN;
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+varying vec3 fragPosition;
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+varying vec2 fragTexCoord;
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+varying vec4 fragColor;
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+varying vec3 fragNormal;
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+varying vec4 shadowPos;
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+varying mat3 TBN;
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// Input uniform values
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@@ -113,7 +113,7 @@ vec3 pbr(){
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vec3 baseRefl = mix(vec3(0.04),albedo.rgb,metallic);
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vec3 Lo = vec3(0.0); // acumulate lighting lum
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- for(int i=0;i<numOfLights;++i){
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+ for(int i=0;i<4;++i){
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vec3 L = normalize(lights[i].position - fragPosition); // calc light vector
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vec3 H = normalize(V + L); // calc halfway bisecting vector
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