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@@ -24,7 +24,7 @@ layout (location = 0) out vec4 outFragColor;
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vec3 calculate_diffuse(vec3 color, vec3 normal)
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{
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- float diffuse_strength = dot(normal, -fs_in.lightDir);
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+ float diffuse_strength = dot(normal, -normalize(fs_in.lightDir));
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// HALF-LAMBERT
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diffuse_strength = diffuse_strength * 0.5f + 0.5f;
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@@ -40,10 +40,10 @@ vec3 calculate_specular(vec3 V, vec3 L, vec3 normal)
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float specularStrength = clamp(dot(halfVector, V), 0.f, 1.0f);
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// SHININESS
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- float exp = 10.f;
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+ float exp = 15.f;
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float specularity = pow(specularStrength, exp);
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- vec3 specularColor = vec3(0.3f, 0.3f, 0.3f);
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+ vec3 specularColor = vec3(1.f, 1.f, 1.f);
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return specularColor * specularity;
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}
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@@ -62,7 +62,6 @@ void main()
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vec3 normal = normalize(localNormal);
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vec3 diffuse = calculate_diffuse(color.rgb, normal);
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- vec3 specular = calculate_specular(fs_in.viewDir, fs_in.lightDir, normal);
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- outFragColor = vec4(diffuse + specular, color.a);
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+ outFragColor = vec4(diffuse, color.a);
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}
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